The online racing simulator
Quote from Bokujishin :I do plan to make the stock version at some point, yes, but I can't say when...

As we say in Spain, "tiempo al tiempo" (time will tell)
A big thank you to Flame CZE for his help with the interior textures: he brought the dashboard to life (and adjusted the vents too), and textured the center panel (carbon part with the switches); I took this opportunity to get going with some more textures (reusing the dashboard texture for the seat, steering wheel, and foam blocks), and added labels/logos to various parts of the dashboard (AC controls, the blue knob thingy (radiator cooler), wheel and center panel button labels.



See attached screenshots for a before/after comparison.
Attached images
before.jpg
after.jpg
center.jpg
I've been optimizing the geometry a bit (managed to save about 3k triangles with mostly minimal visual changes), which will help when I find the time to finish the interior, so I can finally remove the WIP status. The skin template was modified slightly to accommodate the changes, of note being a better layout for the rear wing, which now avoids overlaps and allows painting its front and back edges more easily; the plastic triangles between the front bumper blade and DRL covers can also be painted now, the lifting blocks can be painted separately, and the rest is just a few changes from the geometry optimization, which should not require changes unless you were closely following the geometry (if you made skins that only fill the alpha mask, make sure to check the rear corners, where the transition between rear view and side views has changed).

In the meantime though, I started working on default skins that are more interesting than plain colors with the same stickers every time. I have 7 of them, inspired by real Clio Cup liveries, mostly done (paint jobs and some of the common overlays are done, but most of them still need to get a proper logos and brands rework). I am planning to use all of the 9 default skins we can have for a mod, so I need one more (I'll keep the plain white one as well), and will most likely provide 2048x2048 skins in this thread or the mod page itself with color variations.


I will also officially introduce a "Cup" configuration, which will let you write a number on all 4 windows, using your license plate. In this configuration, the actual plate at the rear will read "Coil Cup Series" instead, and the numbers on the windows are made to fit 2 digits and nothing else.
Attached images
CoilCup_skins.jpg
coil_cup_window_number.jpg
And here are the completed default skins, I will soon push an update for the mod including them.

I would like to extend a big thank you to the GPA Racing team for allowing me to use their actual name and logo in the livery!
Attached images
coil_cup_skins.jpg
I spent some time optimizing the geometry where I could, because I'm really reaching into the 65k triangle limit. The nice thing is, without destroying the shapes (too much), I am actually managing to add more things while saving triangles... to an extent.

The interior's raw frame was updated to be less blocky, door panels were added (with door handles to be added, but those are costly triangle-wise without making them extra blocky), and I added more "accessories" (fire extinguisher nozzle and control box).




I also added textures to new and existing parts, and I'm now this close to calling the mod "done" (or at least not WIP anymore).




And finally, I'm making some progress on the other variants too, as I recently submitted the RX version, and will soon also submit the rally3 version. I'm not really planning to go into as much details for the rally3 version, in part because I have less reference materials, and in part because I don't really have the triangle budget anyway (at this point, I have ~61.1k triangles for the Cup version, and ~64.2k for the rally3 version).




Once the Cup, RX and rally versions are out of the way, I will switch focus to the road version; for the exterior, I need to model the front grille, and for the interior... almost everything needs to be done.
Attached images
lacc_dashboard.jpg
lfs_00000011.jpg
lfs_00000012.jpg
lfs_00000013.jpg
lfs_00000014.jpg
lfs_00000015.jpg
Looks absolutely awesome! Just a minor suggestion. Currently the interior metal shines little too much. I would suggest to use some variable-shine textures with a baked shading touch (ambient occlusion). Otherwise, the 3D model looks professional Thumbs up
Thanks a lot! I completely agree that the interior can become extremely bright, because of how LFS does lighting currently (and rough metallic "overlay" materials that get completely black right now, but render properly in the editor). I do hope that the graphics update will alleviate this with shadows, but I do indeed need to try applying some textures there. Do you create UV maps in Blender using a selection and projecting from the camera? As I guess this is the closest to how LFS does mappings. I haven't been using alpha textures more than for on/off transparency so far, so I need to see how partial transparency turns out for variable shine.

Also, on another note, I noticed that creating a mapping with a color, say 50,50,50 in the editor, and another mapping with a texture that has that same 50,50,50 color as a background, the result is slightly different (I saw this happen with both GIMP and Krita). Do you have any idea why this happens? I was wondering whether color profiles could have something to do with this.

In the example below, the slightly brighter triangle is the one that has a texture applied, while the rest is an untextured mapping. Both cutouts have the same settings (except the texture of course).

Attached images
lfs_editor_mapping_color.jpg
2

Laurent Coil Cup
(32 posts, started )
FGED GREDG RDFGDR GSFDG