The "What Are You Working On?" Thread

I am now happy with the environment for my Feldbergring track :) The ugly tree walls have all gone, replaced with 37,603 super-low poly trees (4 tris each). I have 11 different types of trees, all mapped to a single 1024 x 512 texture (which means I only needed to add 20 individual kstree_groups to cover the entire terrain. I can't see any impact on performance at all, although I have not yet added the 3D grass :unsure:

Also, for the first time ever, I have tried adding accurate tree / building shadows to my terrain's diffuse texture. In the past I have tried to place 3D trees to coincide with the trees on the diffuse texture, but this time I have airbrushed out all the 'real' trees and baked an AO texture in 3ds max using my X and Y trees. Overall I am pretty happy with the results, and it looks quite convincing from the cockpit view :thumbsup:

u7VGQrB.jpg

BYrPUry.jpg

FHzp6ok.jpg

WngvYYK.jpg

I68kK0w.jpg
 
I am now happy with the environment for my Feldbergring track :) The ugly tree walls have all gone, replaced with 37,603 super-low poly trees (4 tris each). I have 11 different types of trees, all mapped to a single 1024 x 512 texture (which means I only needed to add 20 individual kstree_groups to cover the entire terrain. I can't see any impact on performance at all, although I have not yet added the 3D grass :unsure:

Also, for the first time ever, I have tried adding accurate tree / building shadows to my terrain's diffuse texture. In the past I have tried to place 3D trees to coincide with the trees on the diffuse texture, but this time I have airbrushed out all the 'real' trees and baked an AO texture in 3ds max using my X and Y trees. Overall I am pretty happy with the results, and it looks quite convincing from the cockpit view :thumbsup:

Wow, looks like a massive improovement over the beta I got to try. You really been working on the track lately. Good to see so much progress! Keep it up!
 
I am now happy with the environment for my Feldbergring track :) The ugly tree walls have all gone, replaced with 37,603 super-low poly trees (4 tris each). I have 11 different types of trees, all mapped to a single 1024 x 512 texture (which means I only needed to add 20 individual kstree_groups to cover the entire terrain. I can't see any impact on performance at all, although I have not yet added the 3D grass :unsure:

Also, for the first time ever, I have tried adding accurate tree / building shadows to my terrain's diffuse texture. In the past I have tried to place 3D trees to coincide with the trees on the diffuse texture, but this time I have airbrushed out all the 'real' trees and baked an AO texture in 3ds max using my X and Y trees. Overall I am pretty happy with the results, and it looks quite convincing from the cockpit view :thumbsup:

u7VGQrB.jpg

BYrPUry.jpg

FHzp6ok.jpg

WngvYYK.jpg

I68kK0w.jpg
Should... you...
wanted to...
hmmm..
may... I... :redface:
beta... :redface:
 
I am now happy with the environment for my Feldbergring track :) The ugly tree walls have all gone, replaced with 37,603 super-low poly trees (4 tris each). I have 11 different types of trees, all mapped to a single 1024 x 512 texture (which means I only needed to add 20 individual kstree_groups to cover the entire terrain. I can't see any impact on performance at all, although I have not yet added the 3D grass :unsure:

Also, for the first time ever, I have tried adding accurate tree / building shadows to my terrain's diffuse texture. In the past I have tried to place 3D trees to coincide with the trees on the diffuse texture, but this time I have airbrushed out all the 'real' trees and baked an AO texture in 3ds max using my X and Y trees. Overall I am pretty happy with the results, and it looks quite convincing from the cockpit view :thumbsup:

u7VGQrB.jpg

BYrPUry.jpg

FHzp6ok.jpg

WngvYYK.jpg

I68kK0w.jpg
Amazing visuals! so all those AO shadows are baked into a huge texture? (no idea how tracks are set up)

Been doing something different for a change
pump2.jpg

Meant for @Phoenix77 PCH track and part of a bigger project we have :D

Haven't done one these kind of assets in a while, it was a quick one but fun to do. For now it's rendered in UE4 using a single PBR material in a 2048px map. Will have to translate it to AC and most likely into a 1024px map.
 
I am now happy with the environment for my Feldbergring track :) The ugly tree walls have all gone, replaced with 37,603 super-low poly trees (4 tris each). I have 11 different types of trees, all mapped to a single 1024 x 512 texture (which means I only needed to add 20 individual kstree_groups to cover the entire terrain. I can't see any impact on performance at all, although I have not yet added the 3D grass :unsure:

Also, for the first time ever, I have tried adding accurate tree / building shadows to my terrain's diffuse texture. In the past I have tried to place 3D trees to coincide with the trees on the diffuse texture, but this time I have airbrushed out all the 'real' trees and baked an AO texture in 3ds max using my X and Y trees. Overall I am pretty happy with the results, and it looks quite convincing from the cockpit view :thumbsup:

u7VGQrB.jpg

BYrPUry.jpg

FHzp6ok.jpg

WngvYYK.jpg

I68kK0w.jpg
I’m gonna go there in VR and have a little picnic!!
Very nice looking.
 
Amazing visuals! so all those AO shadows are baked into a huge texture? (no idea how tracks are set up).

Yes, the terrain uses a single 4096px diffuse texture, 4096px MAP texture and 4x detail textures. I substituted all of the Y and X trees in 3ds max for objects that would cast shadows and then rendered the AO to a 4096px texture.

fZNsxl2.jpg

xcnlDoS.jpg

5E5SGSM.jpg

1N0fdND.jpg


I have taken to baking all of my track assets (where practical), so all of the houses, marshal posts, even the wooden fences, all have correct AO shading and I think it makes the world of difference :thumbsup:

Love your track assets, btw :inlove:
 
Yes, the terrain uses a single 4096px diffuse texture, 4096px MAP texture and 4x detail textures. I substituted all of the Y and X trees in 3ds max for objects that would cast shadows and then rendered the AO to a 4096px texture.

fZNsxl2.jpg

xcnlDoS.jpg

5E5SGSM.jpg

1N0fdND.jpg


I have taken to baking all of my track assets (where practical), so all of the houses, marshal posts, even the wooden fences, all have correct AO shading and I think it makes the world of difference :thumbsup:

Love your track assets, btw :inlove:
Thanks! and you bet the AO adds a lot of depth to the scene. Thought the terrain texture was based on detail maps or generated in a more procedural way, didn't know a huge 4k map can cover such large area.
 
Amazing visuals! so all those AO shadows are baked into a huge texture? (no idea how tracks are set up)

Been doing something different for a change
View attachment 243751
Meant for @Phoenix77 PCH track and part of a bigger project we have :D

Haven't done one these kind of assets in a while, it was a quick one but fun to do. For now it's rendered in UE4 using a single PBR material in a 2048px map. Will have to translate it to AC and most likely into a 1024px map.
Absolutely stunning mate! Where's the wow button when you need it...
That's the best way I can describe that without using profanity! :D
 
I couldn't find "the what other people are working on thread" so I'll post this video here.

I'm still having to do in car orienteering as I don't know the track well yet and am double-declutching downshifts (poorly) so it is far from a hotlap of the track but all the better to view the scenery of Fat Alfie's Feldberg circuit!

 
Last edited:
I am now happy with the environment for my Feldbergring track :) The ugly tree walls have all gone, replaced with 37,603 super-low poly trees (4 tris each). I have 11 different types of trees, all mapped to a single 1024 x 512 texture (which means I only needed to add 20 individual kstree_groups to cover the entire terrain. I can't see any impact on performance at all, although I have not yet added the 3D grass :unsure:

Also, for the first time ever, I have tried adding accurate tree / building shadows to my terrain's diffuse texture. In the past I have tried to place 3D trees to coincide with the trees on the diffuse texture, but this time I have airbrushed out all the 'real' trees and baked an AO texture in 3ds max using my X and Y trees. Overall I am pretty happy with the results, and it looks quite convincing from the cockpit view :thumbsup:

u7VGQrB.jpg

BYrPUry.jpg

FHzp6ok.jpg

WngvYYK.jpg

I68kK0w.jpg
It looks exTREEmly good! :D
 
I am now happy with the environment for my Feldbergring track :) The ugly tree walls have all gone, replaced with 37,603 super-low poly trees (4 tris each). I have 11 different types of trees, all mapped to a single 1024 x 512 texture (which means I only needed to add 20 individual kstree_groups to cover the entire terrain. I can't see any impact on performance at all, although I have not yet added the 3D grass :unsure:

Also, for the first time ever, I have tried adding accurate tree / building shadows to my terrain's diffuse texture. In the past I have tried to place 3D trees to coincide with the trees on the diffuse texture, but this time I have airbrushed out all the 'real' trees and baked an AO texture in 3ds max using my X and Y trees. Overall I am pretty happy with the results, and it looks quite convincing from the cockpit view :thumbsup:

u7VGQrB.jpg

BYrPUry.jpg

FHzp6ok.jpg

WngvYYK.jpg

I68kK0w.jpg

I might as well start deleting all my other tracks because they won’t be driven once once this beauty is released. Looking amazing @Fat-Alfie
 

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