- 1,193
- Australia
There was a really nasty shade of green in parts of the 8k (!) terrain map which made some grass look like it had been ripped from a butcher's window so I isolated it for desaturation, dropped the brightness slightly and upped the overall contrast of the whole terrain. Tried to bring out the redness in some of the soil too. A lot more tweaking could be done to the terrain map if someone has the time.
Another big issue was the adboards being incredibly blurry until you were right on top of them so I resaved them all as DXT5 ARGB 8 bpp with MIP maps generated. They're now a lot sharper from distance.
Easier to see in motion out on the track, but adboard before:
View attachment 1004035
Adboard with skin:
View attachment 1004036
Drop the 'skins' folder into the track folder and select the 'environment, adboards' skin. If you like it, great. If you don't like it, great.
https://www.mediafire.com/file/d77ea5ji45l80ui/trcb_curvelo.7z/file
This track is a good example of how GrassFX combined with a detailed terrain map can give fantastic variation to the grass/soil/scrub/sand textures, if your video ram can cope OK with an 85MB texture, of course...![]()
fixed most those trees now too, but took a drive and spottd a few more "floaters".. will update the last tress i can spot and build your skin into it sometime over the next few days.
edit: oops you were talking baout curvelo not ibarra. for ibarra I tried this, procedural grass based on a noise:voronoi pattern, i got the idea from a high up shot in AMS2 where you can make out the distinctly voronoi patterning in the grass shades.
im still struggling to get enough brown in my procedural blender thingo, still WIP.
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