The "What Are You Working On?" Thread

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I may be getting a little carried away with the pit lane details. :confused:

So far I'm at less than 229k tris for a full field of 42 cars' worth of pit objects, including the garage stalls (but not the rest of the pit building). Still need to add more garage details, though (team-specific temporary walls, etc)

Fuel tank shroud, fuel bowser and logo plaque on the boom will all use the AC_Crew texture, and the other details will all only load in when there is a car in that grid spot.

Is it a bit overkill?
 
230k is like an extra car on the grid, should be fine. But I'd try to make as few objects as possible (seeing how the hoses are separate ones in your screen there) as with splitting by grid spot will multiply everything anyway. I went through the same with my fantasy track, and now have it at 4 objects/materials per grid spot I think (canvas, tools, metal rigging and a truck/tent), at 35 grid spots.
 
230k is like an extra car on the grid, should be fine. But I'd try to make as few objects as possible (seeing how the hoses are separate ones in your screen there) as with splitting by grid spot will multiply everything anyway. I went through the same with my fantasy track, and now have it at 4 objects/materials per grid spot I think (canvas, tools, metal rigging and a truck/tent), at 35 grid spots.

Yep, got it down to one object with 3 materials for the pit stuff. I'll also have trucks, but those will be on the other side of the pit building so will be a separate object - I think that makes the most sense, right?

Borked the UV on the fuel bowser a touch, so I'll have to fix, but the pit stuff is getting there! Few more screens from around the grounds, too. First hints of the pit building, too (placeholder, but it'll have a tower similar to that)...

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Pit area is looking great! I must admit, I am not a fan of Paul-Ricard-esque run-off areas, but overall your track is almost unrecognisable from even a few months ago! :confused: :cool:

The trees look great and the level of immersion is steadily increasing. Great work, and keep on with the updates here, please :thumbsup:

Thanks, mate! Long, long way, for sure. There's a few older things I'd do differently were I to start over, but overall I'm stoked with how it's coming along. It's so, so much better than I thought I'd be able to do for a first attempt, and I've learned a massive amount about working in Blender in the process.


As ever, thank you so much to @Fat-Alfie, @LilSki, @The-IC and @Johnr777 for all the wisdom along the way! This wouldn't be happening without their help.
 
@Ryno917 I got the feeling your track is a lot more thought through :D Love the all the detail we can see in that fabulous Greek garden style carousel corner, the different layers of the tire barrier, the detail of the catch fence

anyway this is the state of mine, there's obviously a lot missing still from both the airport side of it and the race track side:
 
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@Ryno917 I got the feeling your track is a lot more thought through :D Love the all the detail we can see in that fabulous Greek garden style carousel corner, the different layers of the tire barrier, the detail of the catch fence

anyway this is the state of mine, there's obviously a lot missing still from both the airport side of it and the race track side:


Thanks! :D There's a lot of thought into the various aspects of the circuit, and I'm trying to make it as realistic as I can. There's one spot in the layout that might stretch the imagination just a little, but overall it's quite realistic. And after the updates to the trees, it looks like British Columbia, too, so it's really coming together. There's still a lot more detail to add; like caution lights in some choice spots, catch fencing in front of marshal stands, posts for the brake marker boards, orange signs for the ends of the walls (as well as the actual ends of the walls), balloons, and on and on and on...

Now that I'm redoing (and just plain ol' doing) the pitlane, I guess I need to start the pit building rebuild, as well, so it looks the part. Right now it's a big grey slab, sitting across the track from a big grey slab that represents the main tribune. Once those are done I think all the big main features will be in place and it's just detail work left. Which, of course, is 80% of the work. :D


Your circuit is looking great, too! Keen to give it a go myself. Airport (and street) circuits are sorely missing from AC. Love the reflectors in the road and the transitions onto the runways.
 
I am working on a alfa 156 cup edition. I added the infamous highwing and the 15 inch lusso wheels (in 2d for now, maybe I try 3d later). Skinwork to be done.

But... I have a problem. The tyres seem kind of transparent when watching a replay.

I compared the texture settings with other tyres and they seem the same.

What could be wrong?
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Funny how AC at this point looks a lot better than ACC, who would've thought!
(Your models are perfect, not criticizing that).

THAT is so true, was thinking the same looking at the shots...clouds didn't look quite right until I realized it's ACC. That said, running ACC at full specs it does have an incredible TV like reality to it when driving as well as in replays.

That said, doing a quick hillclimb after sunset at LAC and being greeted by this sight is all I need :)

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