I didn't finish this yet. Yeah. Working full time.
But now I'm really near completion. I didn't specify it earlier, it's a Sodi SR4, with Honda GX270 engine.
Materials:
The work on the materials conversion for AC has been gigantic, also the UV mapping, but mostly the textures conversion for AC, with the right values for a realistic effect. I've had to do a lot of baking for every single material (there are over 200 materials, but because they're also separated by components, most of the times), and I even programmed scripts for blender and for photoshop for making the work more tolerable. But having so many pieces, every single material I had to convert (group of material I mean, like the ones that are made of steel) had some unexpected behavior (like imperfect UV mapping on some bolt, or stuff like that), that had me to redo the work on that group. Consider that baking took about half an hour per material group.
Also, adapting the official skin (of the track where I go) with a decent UV mapping hasn't been easy, and learning how to animate everything has been a challenge. The skin adhesives are masked to differentiate the material where there is an adhesive, and where it's "bare" plastic.
If you want to make your skins for it, contact me in the private messages section.
View attachment 676419(Notice the roughness of the raw plastic)
View attachment 676420
(notice the "waving" effect on the stickers)
View attachment 676426
View attachment 676417
I've to add some stickers and some normal maps for the logos and security warnings, and I've to improve some materials.
Can you recommend me the most photorealistic graphics mod setup for AC? I'd like to finetune materials on an ideal setup.
Animations:
The chassis is animated to emulate chassis flex. I did this by breaking it in strategic points for giving the right illusion, mostly to avoid having weird mesh intersections where the wheels are attached to the chassis. Driver is FULLY animated (by input and G forces where possible), and also most of the kart plastic parts (I think I'll animate all of them, by G forces like some are already. The engine cover has a loop animation as well, depending on RPM). I've also animated the fabric string used for moving the seat forwards or backwards, based on G forces.
Track:
Maybe it wasn't clear in my earlier post, but I'm also making the track where I driven this kart for the last 2 years. The track is called KZR and it's situated in Martinsicuro. Making this was the key for testing physics (and actually, it was why I made this mod initially: raining on the track on this kart). This is still a WIP, I'm undecided if giving it for free or for a small price, and inside a bundle with the kart. I've recorded some LiDAR footage last week, and so it will be more accurate than it is now (currently it's based on pics I've shot, ads recorded with a drone, all compared to the columns grid inside the track)
Physics:
I've recorded a ton of onboards, where I recorded the situations where the kart started bouncing all over (and this is the first thing I wanted to model correctly, and it wasn't easy) and did specific tests on the track for matching the accelerations and behaviours, like how it accelerates, how it coasts, how fast you lose speed by coasting and turning, what happens turning in too much (and this wasn't easy), etc. The physics is very near the real thing now, although it still needs some finetuning, which I may assist myself doing using the recording of G forces that I did on the kart.
The sound needs refinement too, but it's not bad (I did that in January).
Time spent on the project:
The total time
where I gave input (it doesn't account for the time I waited rendering and loading stuff, which is probably more than half the time) for this project is over 500 hours, but this doesn't take into account all the time where I was waiting the baking processes to run (they also take a lot of electricity of course lol).
So, I think it's understable that this will be a paid mod (and encrypted). You'll see that no kart mod comes even close to this. It’s the feedback I got from the people that already seen the progress made in this, and know the mods available for AC.
I'll record and upload some videos soon, where I show the general physics, sounds and animations.
Some considerations:
To be honest, if I knew it would take this much time when I started, I'm not sure I would make this again. I literally started while ending university in August last year, and I'm finishing only now (but we could say I worked on it full time from January, because before that it was less constant). I delayed my personal projects (mobile apps, there are some good ideas I've to develop) for this, and I thought I would have finished in April, so I could work on those later. It's also that I'm damn nitpicky, but still.
But I'm very glad of the result, and I hope many people will love it as much as I do.