The "What Are You Working On?" Thread

I spent about 30s looking for one of these... :roflmao: My reading ability really is lacking

DOM_1M.jpg
You and me both. :)
 
@Mahad, dunno, is a cool car for sure, but everytime i do a car I swear to myself that will be the last!

I've said that every time I completed physics for every car I made that's released on RD. You'll get used to it.


Oh, talking about that.

20190926225701_1.jpg


Rear geometry this time NOT from a scan or measurements or anything: I don't even have measured curves...

But it seems sensible. Perhaps later I will refine it.

Oh, and here's how it turned out originally and in DWB adapted to AC.


Rear from ML

548 = 0.81 , 0.23
528 = 0.43 , 0.04
508 = -0.02 , 0.01
488 = -0.57 , 0.12
468 = -1.24 , 0.39

Rear DWB adapted 2

548 = 0.81 , 0.23 / 0.65 , 0.23
468 = -1.24 , 0.39 / -1.25 , 0.38
 
Sadly not something i'll be releasing so by that nature I shouldn't really post anything at all, but I haven't posted anything in ages and this is too cool imo to pass up :D
Been messing with high-poly normal map baking, quite cool to see the effect on this gearbox. Its quite hidden so I didn't think it justified the extra geometry, but this works a treat I think.

upload_2019-9-26_21-54-54.png

upload_2019-9-26_21-55-19.png


Without the normal map
upload_2019-9-26_21-50-26.png

And with
upload_2019-9-26_21-50-10.png
 
I've said that every time I completed physics for every car I made that's released on RD. You'll get used to it.


Oh, talking about that.

View attachment 326322

Rear geometry this time NOT from a scan or measurements or anything: I don't even have measured curves...

But it seems sensible. Perhaps later I will refine it.

Oh, and here's how it turned out originally and in DWB adapted to AC.


Rear from ML

548 = 0.81 , 0.23
528 = 0.43 , 0.04
508 = -0.02 , 0.01
488 = -0.57 , 0.12
468 = -1.24 , 0.39

Rear DWB adapted 2

548 = 0.81 , 0.23 / 0.65 , 0.23
468 = -1.24 , 0.39 / -1.25 , 0.38

Oooo, cool!

Any chance you'll do a mildly hopped up version with stiffer racing suspension, semi-slicks (or slicks), better brakes a bit more grunt (while still not turbocharged)?

I've got a 2017 BRZ. AFAIK nothing in the suspension geometry has changed. If you give me some detailed info on exactly what measurements you need I could measure some stuff up - though I wouldn't be able to get spring rates or anything, just the physical dimensions of things. Not sure if that's of any help to you at this stage?
 
Oooo, cool!

Any chance you'll do a mildly hopped up version with stiffer racing suspension, semi-slicks (or slicks), better brakes a bit more grunt (while still not turbocharged)?

I've got a 2017 BRZ. AFAIK nothing in the suspension geometry has changed. If you give me some detailed info on exactly what measurements you need I could measure some stuff up - though I wouldn't be able to get spring rates or anything, just the physical dimensions of things. Not sure if that's of any help to you at this stage?
As per usual for my cars, I'll be doing S-versions. S1 or S2 is probably what you're looking for. Maybe some will be included in 1.0.

Ideally I'd want a full measurement of the control arms and tie rod's balljoints relative to the wheel's center, preferably with the car's weight on the suspension but no fuel or occupants in + full measurement of the rollbar dimensions as per https://balancemotorsport.co.uk/suspension/anti-roll-bars alongside measurements of the locations of the rollbar endlinks.

At worst, something simple like the length of the control arms or at least the position of the balljoints closest to the wheel would help. Or good pictures from straight-on angles in good lighting.
 
As per usual for my cars, I'll be doing S-versions. S1 or S2 is probably what you're looking for. Maybe some will be included in 1.0.

Ideally I'd want a full measurement of the control arms and tie rod's balljoints relative to the wheel's center, preferably with the car's weight on the suspension but no fuel or occupants in + full measurement of the rollbar dimensions as per https://balancemotorsport.co.uk/suspension/anti-roll-bars alongside measurements of the locations of the rollbar endlinks.

At worst, something simple like the length of the control arms or at least the position of the balljoints closest to the wheel would help. Or good pictures from straight-on angles in good lighting.

Awesome, I'll read through the link and see what I can do over the next couple days.
 
HI guys ,
I'm working on a track with 900+ Materials
I want to reduce it to 60 as recommended
Is there a way to merge all the same texture to one material In 3d max?
 
HI guys ,
I'm working on a track with 900+ Materials
I want to reduce it to 60 as recommended
Is there a way to merge all the same texture to one material In 3d max?
Maybe you could find a script, (scriptspot is a place to start) but without script, you could (should?) create your main 60 materials, and slowly affect them to your mesh, hiding the ones you already affected to know where you at.
Or use layers, one per material, plenty of solutions
you might encounter some issues with mapping and so on but that's part of the job :)
either way, 900+ to 60, i don't think there is a quick & easy fix

(and here is the appropiate thread to ask things ^^ https://www.racedepartment.com/threads/the-dumb-questions-thread.129295/ )
 
Sorry for posting it here
and thank you for the reply, I found a good script could select by texture name

Code:
theMap = "your_texture_name.jpg"
theObjs = #()
for i in (getclassinstances bitmaptexture) where (filenamefrompath i.filename) == theMap do (join theObjs (refs.dependentNodes i))
select theObjs

maybe It'll help someone .
 
Estimated some ARBs from images. Maybe at some point I'll get actual measurements.

FRONT=32927.7222713 ;18.0mm
REAR=3869.0262976 ;14.0mm

;F ARB rate = 97258.15888266399
;F ARB MR = 0.92^2
;F ARB dimension = 110, 660, 120
;F ARB bushing effect = 0.4

;R ARB rate = 27786.744452843996
;R ARB MR = 0.59^2
;R ARB dimension = 120, 720, 125
;R ARB bushing effect = 0.4

Doesn't sound too crazy.
 
Code:
theMap = "your_texture_name.jpg"
theObjs = #()
for i in (getclassinstances bitmaptexture) where (filenamefrompath i.filename) == theMap do (join theObjs (refs.dependentNodes i))
select theObjs

maybe It'll help someone .

FRONT=32927.7222713 ;18.0mm
REAR=3869.0262976 ;14.0mm

;F ARB rate = 97258.15888266399
;F ARB MR = 0.92^2
;F ARB dimension = 110, 660, 120
;F ARB bushing effect = 0.4

;R ARB rate = 27786.744452843996
;R ARB MR = 0.59^2
;R ARB dimension = 120, 720, 125
;R ARB bushing effect = 0.4

Doesn't sound too crazy.

the other side of modding :D
 
HI guys ,
I'm working on a track with 900+ Materials
I want to reduce it to 60 as recommended
Is there a way to merge all the same texture to one material In 3d max?
Yes, by using multiple material channels and the render to texture function. Its time consuming, but works.

You'll never get that count reduction you are expecting... and it will sacrifice a lot of detail.

 
Sadly not something i'll be releasing so by that nature I shouldn't really post anything at all, but I haven't posted anything in ages and this is too cool imo to pass up :D
Been messing with high-poly normal map baking, quite cool to see the effect on this gearbox. Its quite hidden so I didn't think it justified the extra geometry, but this works a treat I think.

View attachment 326343
View attachment 326345

Without the normal map
View attachment 326342
And with
View attachment 326341
The kind of stuff Doom 3 is made of :cool:
 

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