To be honest looking at the wing and looking at mine I am adjusting currently they look exact except the strutsShould it, not like you are replicating a real car or anything *nervously laughs at ferrari lawyer.
To be honest looking at the wing and looking at mine I am adjusting currently they look exact except the strutsShould it, not like you are replicating a real car or anything *nervously laughs at ferrari lawyer.
No, the wing sizes are regulated in chord, height etc, but profile shape can be anything (1 plane only though) and width is different for each car, sort of like a BOP system.aren't the wings standard on that category? same for every car or every car/brand has a different wing? I'm thinking because one can make a wing and share it for the ferrari, viper, lister, etc,
Just one thing that we was discussing what is the recommended shader count for the SDK ? Material list count
That is what I was thinking currently this Lister is total 36 but some shaders are not complete so just a transparent filler just placed there for now ,Keep it below 20/20. That's very generous though, I'd say it shouldn't be difficult to keep these racing interiors between 10-15 materials.
He cant let go manyou really want the curved one dont you lol.
The whole idea of suggesting the wide one was because I think it looked damn cool in the videos.you really want the curved one dont you lol.
Love itJust body colour for now, but hows the new wing? Better, worse?
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Keep it below 20/20. That's very generous though, I'd say it shouldn't be difficult to keep these racing interiors between 10-15 materials.
some cars like the MC12 exceed that number. The 911 RSR 2017 has 66 materials for example.
Was just going to ask what difference it actually does make for example ,BTW, you can exceed it if needed, the main thing is the the reduction of materials on the LODs, aim for a total of 1 or 2 materials in the Cockpit LR. The LOD B exterior will probably have the same amount of materials as the LOD A, but in LOD C you can get rid of quite a few.
BTW, you can exceed it if needed, the main thing is the the reduction of materials on the LODs, aim for a total of 1 or 2 materials in the Cockpit LR. The LOD B exterior will probably have the same amount of materials as the LOD A, but in LOD C you can get rid of quite a few.
Thats what im saying though , so in your cockpit I would not say there is much more than 30 things , yes buttons but they will have its own shader so everything else you see you apply its own shader ?That's where the cockpit_LR really comes into play. As soon as I've setup an 8k triangles, 2 shaders model for it, performance increased a lot (probably got rid of at least 30 shaders that way) and still haven't set up the rest of the lods.