Cars BMW 320i STW/BTCC

Thanks to RD for providing place to discuss these mods and their development (since Kunos decided to close down modding section on their official forums)

This is going to be a replica of the STW/BTCC factory BMW 320i, it will come in 2 variants ( BTCC/STW and the Endurance Diesel *winner of 24h Nordschleife )

there's still a long way to go, I only finished UV mapping and baking AO, so the texturing of the exterior can start. Probably already know but everything about our projects is scratch made

Most work is to be done on interior, there's pretty much nothing inside at the moment,
I'm hoping to release late in 2016, hopefully enough time

physics at the moment is somewhat questionable,
our physics guys Bobskype and Lunae ( David Massieux ) are currently not responding, so pretty much no updates on physics so far, so we shall see how it goes

thanks to everyone who was helping on the project so far
Fonsecker - sounds
Ben Lee - phtography/reference and support
Lunae - physics
bimmer02.jpg


20160615232408_1.jpg


20160615232414_1.jpg
 
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I´m glad to see you here. We also moved here after kunos "closed" there modding section. So maybe this is our new home base now. ;)
The E36 looks amazing. Always liked your AO settings. The white colour comes out very well! And I don´t have to mention the proportions of your models...they are perfect! :inlove:
 
Thank you,
I still think there is something little off about the kidneys, but overal the shape of the car should be there ( which is why I decided to start on UV mapping)

as for the AO, I think the trick is that I do 2 bakes, one with the plane underneath the car to get nice shadowing form ground, and then a stand alone car only, so that it's only occluded by itself, and then it photoshop I mix the two
it gives me slightly nicer blending on edges, and makes darker areas not so dark - while preserving the shadows form things like mirrors/wings

and I also try to render at double-resolution that I will use in-game ( in this case 6144x4096)
UVlayout_example.jpg
 
Could you share your render to texture setup and you´re scene setup? My AOs always look a little bit grainy. In my scenes I use one skylight and choose complete map in the render to texture output. But it´s also possible to choose directly AO, which doesn´t give me good results.
 
Gr8 to see you here Patrik as you have an involvement in some of my most eagerly awaited projects!! Hope more of the main modders come over to RD as it's going to be a real pain searching around for news on some very promising work otherwise!!

Different forum and a new chapter, but still your Beemer is top of my wish list! ;-)
 
starting on the BMW motorsport livery ( taking a break from modeling )

bmw_motorsport.jpg


oh, and here are the settings for my AO bake
1 skylight with multiplier at 1.0, sky color set to 242,242,255
rendering with Light Tracer
(if settings isn't mentioned it should be set to 1)
rays 600
filter size 2
ray bias 0.01
cone angle 60
color bleed 10
bounces 1
Adaptive undersampling on
initial sample spacing 32x32
subdivide down to 1x1

if I render my scene, this is what it looks like ( and what gets baked pretty much )
ao_bake.jpg
 
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You will probably not find much better than that, it is a clothing trademark by an Italian company that went bankrupt a few years ago. The font is a sort of condensed Bodoni.
 

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