About the trees:
- Great trees can be achiveable and look really good (at least with the T0 shader I show here) but they use normals. So the sun light knows what to do. I even use the smoothed ones to avoid the "X tree" looking.
- Trees with this "realistic" shader are very sensitive to the texture used. (photoshop correction needed).
- The texture mip map seted up correctly (with photoshop nvidia plugin). And all saved in the same format. I dont remember now and I lost it. But the difference is noticeable. Specially when looking at an angle they don tend to lost resolution (even at the distance, or movement. Something to consider for other textures also).
- Somehow on 3dsimed "2" ,when there are "double original trees", one apears first to selection. As I remember, that first one goes multiple, the other simple. This solves the "jaggy" edges.
- The green background (not black) helps to soften the edges?
Tracks - Some advices for creating trees for Assetto Corsa mod track? | Page 4 | RaceDepartment
- Great trees can be achiveable and look really good (at least with the T0 shader I show here) but they use normals. So the sun light knows what to do. I even use the smoothed ones to avoid the "X tree" looking.
- Trees with this "realistic" shader are very sensitive to the texture used. (photoshop correction needed).
- The texture mip map seted up correctly (with photoshop nvidia plugin). And all saved in the same format. I dont remember now and I lost it. But the difference is noticeable. Specially when looking at an angle they don tend to lost resolution (even at the distance, or movement. Something to consider for other textures also).
- Somehow on 3dsimed "2" ,when there are "double original trees", one apears first to selection. As I remember, that first one goes multiple, the other simple. This solves the "jaggy" edges.
- The green background (not black) helps to soften the edges?
Tracks - Some advices for creating trees for Assetto Corsa mod track? | Page 4 | RaceDepartment
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