Decals, or multilayer materials. Each layer can use the same geo but different uvs, so you get one set of tileing track textures and another set of skidmarks.
[ QUOTE ] Decals, or multilayer materials. Each layer can use the same geo but different uvs, so you get one set of tileing track textures and another set of skidmarks. [/ QUOTE ] I think this is how I was going to do it when I was planning my track project. After playing Forza 2 I might just revisit that project.
morning, ok bit of an update, been playing with the decails and haven't quiet got the hang of it but am getting there. i was using strips of tire marks for the straights and corners, but found that i needed lots of polys on the corner peices to prevent warping, so i have created a seperate decal for the corners. Some thing…
for terrain vertex-blending would definitely be most suited. texture stuff would eat too much memory, and for a race game its sufficient to have vertex accuracy and just spend a few more tris to get good enough vertex blend zones. about decals, the most efficient way would be packing different "grooves" next to each other…
Thanks for the replies guys. I think i was going along the lines of what per was say, i was thinking to much on technical restraint instead of what would look good. from what i have seen, Modern shaders are so flexible that any thing that i can get to render in max is possible with in a game engine. I'll play round with…
For your terrain you really should look into some blending, whether its vertex blending or not. ATM your grass looks to much the same, all over, then it sharply hits rock. Blending between the two all over the place a little with a softer blend where you need rock will help a LOT. As for the tyre marks, decals are usually…
The trees look quite small. Look at the catch fences, which are usually 12-15 feet high. The trees are just slightly bigger than that. In real life, a pine tree is probably more like 50 feet high. Also, add some more segments to your curves. Those are looking very chunky right now. I'd recommend getting down on track…
It's really quite a huge process, and not one that I can totally convey here without writing a book. But getting the road drivable and the curves smooth would be a great first step. Then get the terrain blocked out, and snapped to the road edges. Use proxy objects to block out where trees would be, grandstands, etc. Begin…