Internal textures overhaul + external Porsche 911 R-GT Coyne Joyce 2017 Donegal International Rally

 This pack contains internal cockpit repaint, windows repaint, tarmac tyre texture (including tweaking bolt color from bright blue to grey) and external texture repaint (a part of which is used for internal door texture which got adjusted to be darker to fit flocked dash and other textures). Cockpit textures are based mostly on Porsche 911 Cup racing cars with some parts based on actual Tuthill Porsche 911 R-GT (Tuthill's Porsche doesn't use flocked dash, but I think flocked one looks much more interesting). External textures are based on Porsche 911 R-GT from 2017 Donegal International Rally (driver- John Coyne, codriver- Stephen Joyce) . Provided .ini files adjust external body shader shines (thank you AleksiP for tips on that) and to adjust external configuration to include extra lights, mud flaps etc.

Download Link

A BIG THANK YOU GOES TO ALEKSIP FOR EXPLAINING BASICS OF SHADERS INI FILES AND TO JANNE JAAHANEN FOR HIS YT VIDEO EXPLAINING CHROME/ MATTE SKINS IN RBR (THANK YOU AGAIN ALEKSIP FOR RECOMMENDING THAT VIDEO)


How to use:

- Backup your PORSCHE_GT3_RGT folder!
- Extract files from the package
- Put them inside your RBR dir/Cars/PORSCHE_GT3_RGT directory, overwrite files when prompted

If you only want to use internal cockpit texture, the only file you want to use is 

PORSCHE_GT3_RGT_internal.dds

However, that way you will not get custom windows texture and you not use tweaked interior door texture

Features:

- Custom internal cockpit textures with the most important elements made from scratch including flocked dash and some weathering effects on various parts and new Ambient Occlusion and shadow effects (both baked in Blender due to limited effects used by RBR's graphic engine)
- Modified windows textures including frits dots, windows manufacturer OEM mark and darker tint on edges for front window and lexan sliding side windows
- Custom external textures including Tow holes 

Known issues:

- I am not familiar with 3D modeling, but there are some issues with- I think- UV maps. For example a part of dash texture is also a part of a seat texture. That means that the seat looks weird (not that you look at it very often while rallying in RBR). The bigger issue are internal view side mirrors (they look bad, because they also share the same texture with other parts of the dashboard) and steering wheel (extra buttons module mounts use the same part as the center of the wheel) I don't know how to work around this without modifying 3D model itself (I assume UV map is a part of 3D model package)
- There are also some issues with external textures. There are some artifacts and stretched textures (for example there are small elements appearing on the body around the wheel housing- those are actually small pieces of texture used on the front bumper)
- In cockpit view lexan side windows are not visible despite being present on both internal and external windows textures
- The cockpit Motec LCD display (which is not actually a Motec brand- 3D model was based on something more similar to Haltech MXL despite Motec ADL2 seemingly being the most popular one) looks like it was set to dim via dash switch, but the display is bright (it was my decision because bright one looks nicer IMHO) 
- Roll cage and the floor looks too new/ too bright in some areas- I didn't have enough time to tweak every single element, I was focused on the most visible elements of the cockpit

Changelog:

-V1.00 (initial release)

Additional notes:

I DO NOT CONSENT FOR ANY OF MY WORK TO BE USED BY RBR PRO! USE RALLYSIMFANS.HU INSTEAD!

Comments

  1. By far the best internal textures in RBR showcased here... Truly amazing work, bravo!

    ReplyDelete

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