The "What Are You Working On?" Thread

My first baby steps into 3D were with the original ZModeler back in the SCGT days; where 1k tris was considered high poly.
Haha yeah! I started when NFS3 was all hot (1998). Man those cars were boxy.

For NFS4 "we" - the community - started to slowly stretch the limits by just trying out how it went. Most decent cars were around 4k I guess, but somehow it was quite a capable game for handling a lot of polygons. It was crazy how much a 125 MHz GPU (Voodoo3, baby!) made a difference :D

Hey, at least I beat @garyjpaterson to his game of RS :whistling:
 
Ooh, are these Group 6 or Group 7 cars?
Originally Group 7, as the name implies (should be easy to find out what car it is by now), but forced to be partly compliant with Group 6 regulations after it had a horrid debut race. It works for both really, not too powerful, decently light.

Just gonna share this cute photo, might remove later :giggle::giggle:
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Vegetation is now complete, except for a few tweaks and plant-scale issues. I've just got a few details to add like drains at the edge of the road, birds on fences, adding the AO for the vehicles / hay bales, and then it's optimisation time :coffee: And then I'll be free!!! :x3:

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Can't wait! I hadn't consciously noticed before how much 'depth' the details in the background fields add. Now I notice, suddenly I realise how much this adds to some of the other tracks (checked Fonteny pics) that make them feel so 'natural'.
 
Quick preview lap of the new Castle Combe build from LiDAR scan data - loads to do still but the basics are down so I can start working on adding some detail and giving it some life:
(Cross posted on the Thruxton thread where the initial chat on me doing a new version of Combe kicked off...)
Ooh, finally a good version of Castle Combe! That is the first "Proper" race track I went to in real life back in 2015 for the Rally Day to ride in a Peugeot 306 Maxi. A spectator actually got footage of me in the car that day! I think there was a photo of me in the co-driver seat as well but I'm gonna have to do some digging through flickr to find it.
 
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Sprinkling on the final touches, some badges. Keyholes. Roll hoop (pillarless coupes interesting, but not at all safe). Pins to keep the hood down. Physics are about ready. I need to write up the UI description and double check some things but it should be releasable in a couple days. Probably add a rear license plate, since "STAGE II" means it's a road car, not a race car.
 
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Kotor-Trojica hill climb, Montenegro
 

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Realized just this past week it’s been over 5 months since I last posted an update on the Autodrome de Miramas. I had intended to post more regular updates, but my son was born in November and work got busier in January so I just haven’t had the time. I still find time here and there throughout the week to work on stuff, just not to take pictures or record replays. I’ve made a lot of progress since the last update though. Almost literally everything has been completely reworked. I don’t think there’s a single mesh or texture I haven’t modified, most of it quite significantly. A (non-exhaustive) list of changes:

  • Replaced the awful ksPerPixelMultiMap ground shader with ksMultilayerFresnel shader (that was a beast to get right)
  • Improved tree textures and quadrupled the number and density of trees around the circuit, including significant optimization to trees farther from the track
  • Added building placeholders for the estate houses near the track and the towns of Miramas and Istres
  • Improved models/textures for the telephone lines
  • Completely new track surface texture and new painted lines
  • Dirt mounds for the groves of trees
  • Moving water in the canals
  • Separate layouts for the 1924, 1925, 1926, and 1932 versions of the circuit. 1924 and 1932 are oval layouts, 1925 is the GP circuit with one chicane, and 1926 is the GP circuit with two chicanes.

Next up on my to-do list is the buildings, and I’ll try to get an update out sooner next time. In the meantime, here are some screenshots and an onboard lap:

 

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Realized just this past week it’s been over 5 months since I last posted an update on the Autodrome de Miramas. I had intended to post more regular updates, but my son was born in November and work got busier in January so I just haven’t had the time. I still find time here and there throughout the week to work on stuff, just not to take pictures or record replays. I’ve made a lot of progress since the last update though. Almost literally everything has been completely reworked. I don’t think there’s a single mesh or texture I haven’t modified, most of it quite significantly. A (non-exhaustive) list of changes:

  • Replaced the awful ksPerPixelMultiMap ground shader with ksMultilayerFresnel shader (that was a beast to get right)
  • Improved tree textures and quadrupled the number and density of trees around the circuit, including significant optimization to trees farther from the track
  • Added building placeholders for the estate houses near the track and the towns of Miramas and Istres
  • Improved models/textures for the telephone lines
  • Completely new track surface texture and new painted lines
  • Dirt mounds for the groves of trees
  • Moving water in the canals
  • Separate layouts for the 1924, 1925, 1926, and 1932 versions of the circuit. 1924 and 1932 are oval layouts, 1925 is the GP circuit with one chicane, and 1926 is the GP circuit with two chicanes.

Next up on my to-do list is the buildings, and I’ll try to get an update out sooner next time. In the meantime, here are some screenshots and an onboard lap:

Happy to see this WIP! Finally a sneek about this track! Great work, man!
 

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