A normal map could add the "3d" missing to the reflective shapes inside the plastic. I remember something similar on the side indicators of the kunos Supra. If there's a chrome reflector behind, maybe using transparency variations on the texture according to the brighter highlights could help to add depth. It's amazing to see you go the extra mile on all these details, when one looks at the showroom, it's easy to forget that your model is meant for realtime 3D, not for a static render.
I wonder if you can find the shape on another car, Lamborghini as well as other manufacturers were using very similar or identical lights a lot of the time to save costs.Yes given the engine limitations it seems to be the best way to go. I wish I could find a better pic of those lenses, I'll see what I can dig up when I get some time. My Prelude (my real one) has similar reflective lenses, might be able to use them with a little PS
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Also I need to get the shape right on the lower lights, so that's still work in progress.
I still miss mineDunno about you guys but I got my copy this morning.
I wonder if you can find the shape on another car, Lamborghini as well as other manufacturers were using very similar or identical lights a lot of the time to save costs.
for example
The Lamborghini diablo is well known for stealing the lights off a Peugeot 406
On a more serious note this website sells spare parts.
http://www.autoepoca.it/brands/lamborghini-parts/
For the diablo so maybe you can get some straight up shots from them for the lenses
I see in the LA Canyons thread that you also made a version without the spoiler? Any other adjustments to that version or just taken away the spoiler?
Thanks to @AccAkut for explaining how to do it, the rear wing can be turned off from the setup now, so there's no need to make another version of the car just for that detail.
But the Countach is the S1, this one won't have a step upgrade so it's just a slider in the AERO section.
The mesh is turned off by using the wing animations, it's only 1 keyframe that scales it down to 0 and hides it.
If I had to guess he has the AO map on a separate mesh hovering slightly over the back of the car like we do with skid marks on tracks. And this object will move with the wing. I could be wrong but considering the stripes on the Mustang were floating objects it could work here too.How did you deal with the AO map then? Because if you remove the spoiler, the AO map of where the spoiler hits the bodywork on the spoiler version, will still have some shading going on, right?
i did my research as well regarding these tracks. I found out a brilliant mind did a remake in C# of the game using the game data.
here: http://1amstudios.com/projects/opennfs1/
I imagine that since he had to rewrite all the code, he had access to the model, and given the screenshot on the page, it's a safe guess
So i sent him an email asking if he was willing to help. That would be a great kick to get started!
I'll keep you posted.
By the way, i heard nothing from the guy. He seems to have a twitter though.
I'm sending one last message through his Linkedin and will see
then, if someone else wants to try his luck, i don't want to spam him either
Some crazy work ethic from you guys! Aphidgod mentioned that these cars are all fairly similar pace so should be great for multiplayer! Have you managed to capture a tame sound modder for this one?