Yeh,
a bit clean but could be used fopr other tracks which are supposed to have more clean track.
There so many updates for LFS in hi-res or better looking what about to make some project(with website) where we create a team working on this and discussing the updates.sharing the files we find for replacing the orginal textures and then came out with something more final.
So many updates and I am loosing it what could I use or not and what is good looking.
I thought about the clean look too when I did it, but the track it was originally destined for was a scratch built fictional track and my thinking was that it would be a newly built track thus would still look pretty clean (albeit the tarmac has oily lines ). There's no racing grove / rubber build up on the track though yet either which would help.. and the plan for the track I'm working on is to also overlay / mix textures to try and emulate marbles but these would be done as a separate texture. It looks a bit better with bump and spec maps too but I can't use them here.
It was made from a plain black square though and most parts are still in layered format in a PSD file so line colour (was originally yellow), tarmac shade etc can be easily changed.. the oil marks are also on separate layers so could be removed.. same for the surface cracks
That said, I've never worked on tracks before and this is my first real attempt at any texturing like this.. so definitely open to learning
Sawyer: The track's being built for rF but if LFS was open, I'd do it for both. If / when it does become modable in the future, I'll certainly be having a go and will hopefully have an idea of what I'm doing then
Some kind of updates database could be cool and although my textures are being made for other projects primarily, if there's anything that looks good in LFS too I'm happy to share them
- please be carefull and dont change dds files with alpha channels (trees, steelframes etc),
because u can end up with screwed mapping and black parts in texture ingame.
your idea maybe good, but it seems that everyone (except you) is trying to upscale original textures with some filters and imho it is not worth at all...as i said in first becky's thread it was good to understand what an higher resolution texture may bring, but it's not the way to go imho.
the following picture is one of my very first attempts with gimp (very unusable for texturing) and while it is more realistic asphalt it is still unacceptable to me...if a project should start it has to aim at very high quality, such as your test or similar to the nkpro (nurburgring) screenshot posted before in this thread.
if i can borrow the web developer workstation at work i can use photoshop and maybe i will be able to do something better, but obviously i cannot spend much time on it.
maybe if we try to continue make tests, give opinions etc. we may share different experiences and resources in order to converge to something good.
imho creating realistic asphalt from scratch is not so much difficult, what is important is to learn (i'm asking help to more expert photoshoppers ) how to reproduce asphalt imperfections, broken sections etc. to make it more real, for instance what is really great in your texture, Devil, is the imperfections of tarmac that makes the texture fell so realistic (even if maybe a bt excessive)
Hi all,
I was searching today for some textures and I found something interesting.
Either Eric ripped some people from a free sample or he bought some hi-res textures packs and have something in his pocket for futher updates of the textures(I am praying for it now:-) ).I am more for a second option as I guess Eric wouldnt make something not really "illegal".
Who has ability to check "DDS" files in Photoshop or somewhere else please compare it with attached spreadsheet of people from texture pack.
I have also uploaded some seamless grass texture.You can try it in it looks pretty good and not visible repeating at all!!!!
If someone wants the mayang stuff without the text in them, I have downloaded the whole page before they added those texts into the pics
The newest pics from the last update are missing though...
LOL Devil, TurboSquid... I'm not sure how many visualization professionals are reading this but I already see them smiling.
By the way, have you noticed this crappy render: http://files.turbosquid.com/Pr ... 7ed-90ec7416f890Large.jpg
Focus on the white center line at the distance.
Although I must admit that these Istockphoto and Turbosquid databases where anyone (literally) can offer their imagery for sale, are getting some drive lately. Some experts already predict that they will kill big names in the business, like Dosch or Marlin, for example. That's kinda sad to hear for me, who bought so many hires texture sets for quite some money, in the past.
Professional amateurs is the term, I think.
Back on topic though: I'm happy that you are trying to get Eric's work, instead of those funny attempts of "hi-quality" and "hi-res" texture packs all around this forum. It's well over 10 years in the business for me already, but I would never say anything like this about default LFS textures:
It's not only the textures resolution which is creating an immersion in LFS. Eric still seems to be the best one for this job, to me.