I hope you're all doing well where you are, and staying safe!
Hopefully things are going in the right direction, but it's difficult to tell.
It's been a real challenge lately to get much time to work on Pacific Coast, last challenge was a water leak near the new system... I got it moved rather quickly
Here are some random screens, at different stages, using random filters/weather/time of day...
The gas stations are looking a little different now... The South has room for around 80 cars
The ocean is looking a lot more.... Pacific
- (CSP doesn't want to use normal maps atm)
Better road edge transition, room for improvement...
The roads new specular map seems to work in most lighting conditions, so should hopefully work well for wet weather as well.
Better terrain mask and detail textures, they still need more painting and blending.
But the brightness/saturation is pretty much there.
Meshes have been smoothed considerably, to the point some of Bens test foliage is floating
The ffb roads will have a series of displacement maps applied, the road paint and edges will be a different surface, having slightly less grip.
Thanks to the great support for LA Canyons, the new system is more powerful than I could have gone for otherwise. Therefore I can now go higher poly in one scene in 3DS Max. Cheers!
(LA Canyons had to be split into 10 x 20 million poly scenes)
The displacement maps will be applied to a 50 million poly mesh, (I probably won't show a wire for that, as it will be solid white!) then optimised back to a more reasonable 2-4m poly road (not rendered). The above mesh is around 1/10th of the polys.
Note that 7 of the above screens are the core track, with some road safety objects, and without any of
@Ben O'Bro 's awesome foliage or further details.