- Post n°2
We tried multiple times to convert this track, but all the times we faced very big issues with that.
Few days ago, I decided to try it again, since we have learnt new techniques lately, so it should be now possible to have a good results.
Gek is helping me, developing new tools to optimize the 3d and help us finding bumps. The previous video was actually created to analyse the track, that was originally extremely bumpy.
Now after Bessie (Gek's technique to smooth bumps) did his work, it's pretty much how it should be!
- Posts : 49
Join date : 2010-08-17
Age : 37
Location : UK
- Post n°7
The shots let us check out the amazing details and textures he has managed to include, the track will be in beta testing shortly.
Riches has released a big bunch of new previews, showing the progress made with his 2010 Zandvoort Masters track for rFactor, Race On & netKar Pro. The shots let us check out the amazing details and textures he has managed to include, the track will be in beta testing shortly.
Zandwoort Masters Edition
- Post n°8
The SimBin base is pretty decent, but to be honest this scratch made version done by Riches, looks much better. It's absolutely wonderful!
- Post n°9
Notare i controluce , le ombreggiature di tutte le parti della tribuna , dal tetto , ringhiere e seggiolini
- Post n°11
your new technique, is really nice. Shadows and depth of field on each single element. That looks so real!
Every single piece of wood that hold the roof, or any single element of the structure has a different colour!
And then, the final touch: the seats composing F. Gek
- Post n°24
mi hai lasciato senza parole!
This started as a conversion, but evolved in a completely different track. The original was completely wrong: wrong elevations, wrong banking, very bumpy. Further more was quite old too, with old grandstand and many other objects around the track.Vaggelis Theodoridis wrote:
Guys after Mugello this is ur second scratch track?
Gek is transforming the track completely, reconstructing from scratch the full track. He, as a proud director of the Radiator Springs Research and Development Team, is studying different modeling and mapping techniques, and with some new ideas, is creating new methods to smooth the track, level it up, deform it in a easier way, but even checking it's correctness (with a video iprojecting the track in max synchronized with the position on the track), and a lot of new ways to map textures on the objects to give them depth of field, shadowing, and to make them more alive. A lot of very advanced methods that, when he try to explain to us, we are always shocked.
As a result, he is creating something I've never seen in nkpro. Believe me, you it looks great from the static picture, it's seriously stunning when you are in game because it change when you move around because it react to the light...
Gek, maybe a small video will do the trick!
so with a very accurate construction plan of the track, and