The "What Are You Working On?" Thread

Getting close to unleash the beast. ;)
preview_702.jpg

preview_704.jpg
 
Nice, from what ive seen alcantara is a damn hard thing to replicate nicely in games for whatever reason. Its shiny in pcars for some reason.

Well mostly because it's hard to get it right using a tileable texture. The perfect solution would be to use a huge map (4k at least) and avoid using a tile, but that'll be overkill.

In this case I've used the NM_Detail shader as any other car, tried to get as close as possible without using too much tile or losing detail.

Showroom_a3dr_lambo_diablo_se30_2-5-2017-9-59-15.jpg


Still not perfect, but close. Haven't seen a good example of this in AC yet.
 
What about using a small tileable detail texture for the grain, and then a larger texture (say, the whole dash as one non-tiling texture) for some colour/specular variation to make it look like the grain is brushed in a different direction? The change in look as the grain is brushed in a different direction is, to me, the biggest thing that makes Alcantara look like Alcantara.

Similarly to how the roads are textured.
 
What about using a small tileable detail texture for the grain, and then a larger texture (say, the whole dash as one non-tiling texture) for some colour/specular variation to make it look like the grain is brushed in a different direction? The change in look as the grain is brushed in a different direction is, to me, the biggest thing that makes Alcantara look like Alcantara.

Similarly to how the roads are textured.

That gave me an idea, so I messed with the map texture channels, added some variation to the AO, some adjustments to the shader, and I'm pleased with the result now, here it is:
Showroom_a3dr_lambo_diablo_se30_2-5-2017-13-37-25.jpg

Showroom_a3dr_lambo_diablo_se30_2-5-2017-13-37-35.jpg


My reference:
LAMBORGHINIDiabloSE30-2799_1.jpg


Might have to lose a bit of the contrast there but I think that does it.

No trade secrets here:
alcantara.jpg
 
That gave me an idea, so I messed with the map texture channels, added some variation to the AO, some adjustments to the shader, and I'm pleased with the result now, here it is:
View attachment 194465
View attachment 194464

My reference:
View attachment 194466

Might have to lose a bit of the contrast there but I think that does it.

No trade secrets here:
View attachment 194468

Exactly what I was thinking. Beauty. Get the stitching on there and it'll be perfect. :inlove: Great stuff!
 

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