#NFSU2 (Need For Speed Underground 2)
1 messages Β· Page 33 of 1
getting better but not what i want...
Need to whip out something to fix them UVs or change your texture size.
Yeah, im on it
Why do the roads have a lot less puddles than alpha 0.2
How do I download the release versions of Bridge and DXVK? There's no links
@tawny elk i think i finally got what i wanted
Do I have to build it?
looks good to me, but correct me if i am wrong... i also added several mounting points (looking dotlike) into the texture so the tiling makes more sense
@ember river what do you think?
no... just search dxvk remix and bridge remix
you need a git account to download them
Thank you! The links at Ekozmaster's repo aren't working.
Looking good. I'd preserve the original Hue tone towards a more yellowish precast concrete. The one you're working have a unexpected greenish tone
doesnt have a color, its a white texture
#1103377328530276403 message
How bad does it look?
Seams between tiles are too wide as for concrete structure casted in place. Is it just weird UV's again?
If you added Adam's light over our repo, it is definetelly overlapping lights. When I've been adding my PR to the project, I had to remove few duplicates from other random .usda
there seems to be different branches of everyone's project that's causing issues
Well, I did organize my branch into the Shared Structure, so rewriting my files can be as easy as it is possible
Nah it's just Adam, who in his infinite wisdom decided to work on his own repo. For some reason.
I still don't know why he did that
Would it be easier to convert car models from NFS undercover?
Weird, I was referring to the tone difference in this pic specifically. The pillars and beams are different than the concrete above. Guess it might be a lighting issue then, as other pics look ok
@cloud crypt
Yeah
Itβs in my memoir
Maybe this is a stupid question, I donβt know much, but will RTX work with this https://github.com/doitsujin/dxvk/releases/tag/v2.2 ?
It changes the API to Vulkan instead of DirectX9
Remix uses dxvk actually, to wrap from dx9 to vulkan
but only dx9 works with Remix as the input
Found a whole highway with no lights
but idk which light belongs to the poles
I just added warm lights for now
What's with a bunch of stuff showing up like this from capture?
It carries over to in-game as well if you make any edits to these objects.
Is it alpha or something?
Yep
Can we replace the light poles please? π₯Ί
A bunch of textures weren't marked
I'm so confused rn.
An building is just gone when ehancements enabled.
oh yeah that happened to someone else
its probably some mods interfering
I mean it exists in normal project and isn't duplicated in layers.
I have no other mods also
guess i could delete that and see
yup that was the issue
I assume it was Visibility overwrite
So I just tried adding a roughness map to another building and for some reason it completely broke the texture
When you add any texture it applies defaults on other channels
I did the exact same on another building and this didn't happen
so what did I do wrong here?
Chances this other building had diffuse overwrite already?
If it has reference to capture folder, that's bad
Hemry is doing some work
not even sure where I would put textures for normal buildings then
guess I could just make it a second mod as to not interfere for time being
Go up to the Artist Notes
kinda just making random tweaks and additions to see how things look
You might want to do mesh replacements instead of just textures
I'm gonna be real I know nothing about that.
I can do the pbr maps, material and light stuff, and not much more.
Are you the one who worked in Substance package?
no
So far only real addition I've made on my own is a whole highway of lights that were missing.
I mean, you can assist modellers with textures if you learn appropriate tools for that
okay I found where textures would go for buildings if I actually wanted to add anything.
okay so moving textures to proper path fixed the issue
Hope that's not captures folder
looking for where my highway of lights would actually go
it's just a light added to mesh
found it
guess that's all in da right spot now
just added a missing set of sidewalks in fortunion
Only if they're animated in game through changing mesh_hash
With a little bit of luck, that green halo is a unique mesh in which you can replace to have an emissive look inside a proper semaphore fixture thing mesh
@jade briarHello, can you send me the corrected file of nfs2
The what now
i will try it
bridge-remix dxvk-remix files have been removed so I can't install
so I asked for the installed file that you have.
I don't think they have been
#remix-beginners-guide message
i got it
I have another problem I can't run full screen
game won't open when I install wide screen fix
Rename d3d9.dll in the main game folder to d3d9.asi
@ember river Do you see this?
Yeah, I was tracking them down a while ago but there are plenty of those scattered around the map. We have an issue on our repo about them. Not sure what is causing it though, maybe is a missing preserveOriginalDrawCall flag. Idk
I see
I posted them already here a while back. Have the same problem
Nah, dinput8 to dsound... and widcreenmode 4 @leaden summit
nuh uh
d3d9.asi doesnt work for me, remix wont even hook then
Explain this
π€·ββοΈcool that it works for you, but not for me...

I didnt say it wouldnt work, but it doesnt for me, and remaming dinput8 to dsound is more compatible.... Then nobody has the risk that it couldnt workπ€·ββοΈ
π€―
No clue what that means.
I'm lame so it's an emisssive mask
ππ€
Which was annoying to tweak because remix would not register any edits I made to the texture unless I moved it into a different folder every time I hit save.
I wonder if toolkit uses the ai model thingie to make the model edits
then I could actually do models lol
Haha, what I mean is, if that green halo in your pic is a mesh, and that mesh is only used for that specific semaphore green halo, you could replace it with a proper round mesh shaped like the LED lights, and slap a green emissive texture in it
so your saying rather than editing the traffic light's texture I make a mesh for each of the 3 signal lights?
Yes
Mesh replacement required
but how would that make it animated?
Is that where semaphore comes in?
If it's an actual animated mesh then it would get removed as well
You just need to add in separate models or modelled texture as a child mesh
And anchor it on top of it
Well I mean, if the green halo alone is a separate unique mesh, you can replace that with a LED light, while also having another mesh for the semaphore fixture, so if the green halo blinks, the mesh you added to it will also blink
h u h
would the traffic barrier on the title screen happen to be such a thing?
or is that built into the game
check if there's a separate hash for those semaphores lights
would love to but I think my game is now busted
Well, I only see semaphores blinking yellow 24/7, no green or red lights examples to check 
could the yellow blinking one just be edited?
idk what happened to my game now.
I thought it was cause I renamed the d3d9.dll so I replaced it with a fresh one and no luck
Well I don't think so, the halo texture is reused on many light poles, attention lights and such as well
so, ditching out my original idea
any way to disable remix without deleting the files
renaming d3d9.dll to ad3d9.dll
π€¦ββοΈ
or anything else that isn't loaded by the game
ok so it's remix breaking the game as shown above
ui works but no picture in game
I didn't edit anything since last night so I guess I'll reinstall base remix files
Have you categorized some textures by yourself, maybe as UI texture?
I categorized the speedometer and sms as ui last night
If you categorize a world texture as UI texture, the graphics get really fun some times
but I've restarted the game and such since then before this happened
If you saved the rtx.conf, it will remain as such. Try using the original rtx.conf from rtx-remix-defaults folder
Yeah, I've noticed some textures remix categorizes by itself implicitly. I'm not sure what those textures were meant for, specially that round circle. Maybe it was some fake shadow used by some entity in the world, idk
oh I think it wasn't the circle I needed marked it was the speedometer numbers
I just deleted 10 ui textures from latest and it didn't solve it so it must be something else I'm missing
just copying and pasting from default now
yeah isn't ui tex
NO WAY
IT WAS FUCKING FREE CAM BEING CHECKED
lol

Hey so I've successfully installed this in the past, but I wanted to use NFSOR (need for speed online reborn) to play with my friend and found out that my copy wasn't compatible with NFSOR, so I got a new copy and installed RTX Remix the same way as before (and watched the video guide again to make sure I did it right) but it just won't launch the game unless I delete d3d9.dll
Rename it be an asi.
Awesome that worked
Thanks
Now it's running at like 15 frames though, which is weird cause it never happened on my old copy that did work with the dll
Uh are you sure remix was working before?
You have to turn it to performance mode
Its set to full resolution by default if i am correct
I'm sure it was working before, even on balanced it was running better than this, and I have it on ultra performance now, still a little slow and missing most of the light
Then you did smth wrong XD
Yeah fr
I even copied my all the rtx files from the version that's working and it still runs slow af, it seems like the asi version just performs worse than the dll
Rename dinput8 to dsound and rename .asi to .dll again
No
Yes
Maybe
Precisely
Undoubtedly
indubitably
Turns out setting an fps limit in extraOptions did the trick to fix performance, and the missing lights was cause the world detail was turned all the way down
I also turned the rain size to 0 which helped reduce stuttering
@sharp sinew have you figured out how to disable shadows for the skybox?
No sir, shadow casting as always I'm afraid
You can poke a hole in the sky dome and point your direct light into that hole. Works on chess titans
So I was thinking about the ending of portal rtx. There's no sun light in the last scene. It couldn't have been an oversight
Oh yea good catch
I did get it working once now I think about it. Not sure how though
Did you?
I was having issues with bc5 images and got grumpy and gave up though
Hmm
The meshes I used are in chess titans mod download. You have that don't you
SkyDome.usda
Have a look at it in notepad and compare with a normal USDA file. Might be a clue
Back face culling or something
Make a heightmap for a texture you already have in game. Search mod.usd for that texture for example "sinewall_diffuse.dds" or something and I select the line with four tabs and a "(" and paste this over it
#general-remix message
Replace texture path with diffuse map path and swap the diffuse texture name for the name of your heightmap
Quite sick ain't it?
Though, I don't know what mark meant with being bad on vertical walls. Gotta spend some time testing it 
The original I made I didn't even bake highpoly to low poly normals, it was just bump map -> chaiNNer
I've been working for some really long time on this. Any feedbacks, maybe something obvious I'm doing wrong?
Here is a vid
damn, that's looking really nice
Maybe make them twice as dense?
Looks kinda weird right now
You mean, the Raphis palms or just vegetation in general?
In general
Good one. I'm still thinking about what to put in the middle, and also to fill the grass tops surrounding the palm trees and poles
Grass cards?
Yeah, some kind of short but dense vegetation to cover the ground and hide the grass soil
Yes
I have some cool stuff on my backyard, but its night time rn
Ur phone has a torch?
Yeah, though pics tend to get overexposed with too much highlights from a single point of light to handpaint away
Buy us a coffee: https://ko-fi.com/2unreal4underground
Get more information on our discord server: https://discord.gg/NcXcVWtFyj
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Helloooo peeps, this time I cut together a few things super professionally.
The biggest achievement is the implementation of a newly cr...
overcast works best
Hey guys, any idea why the game freezes and stops responding when entering the car lot for the first time?
reinstall
;-;
Good thing I woke up today and guess what, perfect weather
Hey guys if you've noticed some areas turn completely black I fixed it, let me know if you want me to upload my rtx.conf
Or if anyone has a really good config could you post it
pls help
I can not understand a single word of that
Seems like a permission error pretty much. You installed the game in a folder in some way that you don't own and have no rights to edit the WidescreenFix.ini file. You can either change the owner of the whole NFSU2 folder to be your windows user, or install the game somewhere else where you'd have more control
how
No stick third party stuff in program files cause windows dumb
even as admin windows will laugh at you in there
@fiery steeple
https://www.thewindowsclub.com/take-ownership-windows-8
so either move game to root of drive or some other folder that isn't windows owned, or do that
Better move the game to a different place instead of messing the Program Files permissions
or move the ini to desktop, edit it, then drag it back
idk what perms you have so that may or may not work
there is a reason where steamlibrary isn't in program files lol
This game is pre-UAC era so it will not cooperate well in Vista style Program Files permission environment.
did you rename dinput8.dll to dsound.dll?
wait a second
why is the github stuff in your dxvk-remix folder?
That's the git repo for dxvk-remix, you don't need to donwload that.
Go to the actions tab of bridge and dxvk and download the latest green one rather than downloading the zip from the green button on their main pages. You need the release built files, not the source code π
https://github.com/NVIDIAGameWorks/bridge-remix/actions (Build #248)
https://github.com/NVIDIAGameWorks/dxvk-remix/actions (Build #29)
Also here is Widescreenfix for NFSU2
https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/nfsu2
It's running but yeah, as you guys mentioned π 2fps
will try to change resolution cause i have qhd hehe
dlss
I run on Radeon π
okay, now i can check it at least, it works π
480p π
what radeon
6700xt
also uh I think I might see something that's tanking your fps...
it's undervolted a bit
gonna try TAAU
nevermind xDDD
some stuff to do u know
i have 16gb ram, can afford it.
cpu ryzen 5600x. will play with some settings, in case of any success will write here
you can turn off high quality denoiser
can lower RIS samples
it's bugged and RIS count affects performance even when not in use (at least it says not in use)
thx for tips! its int rtx.conf, right?
i can't see it with 480 resolution ahahahahaha
second is under lighting in dev menu
ahahahahaha
use taau at 4k idk
oh, i see the y-scroll
Okay, I changed a lot of settings and on modified high preset it looks kinda ok in stretched fullhd
but not playable. if i put resolution to 0.5, it's playable (if I want to buy a new videocard in few months because it will burn haha), but looks like a game from early 00's (second screen). i did something with my shadow and forgot about it. Gonna try some different settings, because it's a lot of fun, reminds me my 3d max experience haha. thank you guys. I will research for fsr, if it's applicable
back up your current profile, and try these:
https://cdn.discordapp.com/attachments/1028444668918235197/1112193659643899985/rtx.conf
https://cdn.discordapp.com/attachments/1106420949257044061/1116938202373165169/rtx.conf
then turn on TAA U, and use 0.5
this should retain a lot of graphical quality while improving performance
hmm. i think, my config does a better job. this conf both are too bright and look commonly worse imo
what's the big box around the car though
shadow π
that's ain't from remix
I changed this setting randomly and forgot where it is
stuff definitely just looks wrong in your images
gonna find later. its 5am now
make sure you have the right nfs settings too
i did forget that the textures aren't marked in those configs though. gotta transfer that from the ones in the repo
but common lighting is kinda ok (in my photos)
because this is with your file
yeah, that's from textures not being marked. my bad
I see, I backuped anyways so np
While I played with settings I understood how it might look. But my card just can't give me even 30fps on fullhd with cool settings. I love indirect lightings but this setting is so heavy
oh, thx, gonna try now
with those settings + TAAU, i got double the FPS that i had with my default config in a couple other games
Yeah, that's dope. but i put resolution to 1. overwise I got colin mcray 2.0 π
ouch. it's a shame that AMD cards perform so badly in PT
that's about as low as you can go in terms of settings without sacrificing overall image quality
I will research about fsr integration with this nvidia technology, maybe will find something.
support for FSR 2.x has to be manually added to Remix. after FSR 3 releases, i imagine there will be a lot of people wanting FSR support to be added. a lot of us are on 20 and 30 series Nvidia cards
yep, unfortunately. But i can use it as render to my career cars tho
you can use tools like magpie for FSR 1.x, but they have a high performance cost and also just don't look very good. TAAU is better imo
thank you for valuable info. send you a hug. this is so awesome anyways. I think that 6800 and higher can provide 30+ fps in full hd in this mode. But I chose card mostly to play in aaa games like rdr2 etc and I bought it for 300$. was a nice deal anyways.
gonna sleep now. it was interesting. thank you all again. wish u all the best β€οΈ
Lossless scaling has a slight performance increase
Than magpie
for me it was actually worse
Radeons are just ass as path tracing
RDNA3 cards run path traced games better, but RDNA2 is just a catastrophe
yes
okay. could one of you add onto a bug report i'm filing with details regarding it? i'll post the link here when it's done
I'll check
here's the issue to add onto: https://github.com/NVIDIAGameWorks/rtx-remix/issues/247
guys, is it any chance to use these textures without rtx? I decided to run the game with graphix mode and m looking for textures, so many oversharpen crap. and textures here looks amazing btw
Nah, they're built for PBR pipelines, the normal game can't use them
I see. I could write a converter probably, but I'm too lazy for this. maybe in another life π
Nah, no such thing, PBR pipelines uses Albedo, Normal and Roughness maps in order to define surfaces etc, whilst the normal game only uses a diffuse texture
The only way to convert them over would be to use a 3D tool to bake the final materials into a diffuse texture only, which would be a ton of work and would look like shit due to losing their dynamic rendering
for first part there are should be a ton of plugins. but i see the point. they are rednering dynamically depending on camera position I guess, so its pointless, right?
Well not just camera position but, in a very simple term yes I suppose
and lightings etc
And yes there are ways of doing it, but you'd have to set up rendering pipelines that actually make them look good, pick out HDRI's to match the environment etc etc
It's not a one click conversion
And even after doing that, you'd still just end up with static images as textures
Which completely ruins the entire point of any of these textures haha
yeah, and dissapointed with result and remake it multiple times, gosh. don't
would be easier to buy an rtx card in future and give mine to my brother lol
I'm not saying it would be hard to do, it definitely wouldn't
But it would be time consuming and visually look nowhere near what you see in the pathtracer
I see. Don't want to get unnecessary emotional damage haha
That does sound preferable
If we could just plug in a normal raster renderer instead of the path tracer we probably woulda done that tbh
Same workflow just.. without all the issues XD
I mean. If someone's up to doing that, then that'd be great
Remix is open source
So implementing a good raster renderer should be possible
And not really that hard
Just need to make a raster renderer
Easy!
I would, but uh, my dog ate my pc
Yeah it's a real shame! Was really looking forward to simply writing a renderer too! Gosh darn π
Maybe next time
Aah yeah no I think my dog is eating my next computer too

where did the tutorial for downloading and installing this go lol
Check the GitHub repo
oh right
Yeah me too.
That does appear to be true
Im sorry about that 4yr old daughter had my keyboard when i wasn't in the room
Why would you delete the highly complicated code she used to communicate with us? I was just about to ship the parts she ordered for that lazer pistol!
lol I deleted to keep the thread tidy
Working so many ppl together making more complicated can make new game if u guys have this much knowledge which will be easier than working on a old game
@spark moonYeah this is severely underestimating the difference in actual dev vs modding
"I'm just a mere artist" -π€
No saying bcz we are at the era is possible...inviduals are making game... only direction part will be tough
As someone who works in actual games development, there's a pretty massive difference π
And yes you're correct, tonnes and tonnes of people are making games in their spare time now! And 99 % of those games are never seen or finished X)
The amount of unfinished projects I have myself is quite staggering
I think that's the theme with every art project
My blender folder has 414 subfolders, and a good 75% of them are unfinished
100 %
hi guys, why do you all have matte cars? Is it possible to set roughness to 0 in material?
It's an issue with how the game functions, it generates textures in run-time due to the painting and decals feature, thus we have no direct access to the cars specific material
You can overide and do it to one specific car on your local machine for example, but as soon as anything about that car changes it won't work anymore
The lads are trying to figure out how to work around this but as of right now there's nothing we can really do about it
oh ok
now its posible
I don't think it is
Not quite so neat!
under terrain system experimental they have added material settings speratly....set the vehicle color to terrain texture then adjust material settings....change cascade map first level to 0.100...try
Aaaaah
That's just about the hackiest workaround I've ever heard, but that would make sense
can you show us?
please
It's not a GOOD solution by any means and it does mean this project couldn't use the terrain feature
Luckily, I don't think we'd ever need to?
Probably not
All the meshes in the game are static
And prebaked
Except for cars
But they aren't terrain
So eh
this is how evhicle colors rae working in san andreas other wise dont
The issue there is that every car would be bound to the exact same material settings
Which is certainly better than 100 % matte cars, but definitely not a long term solution
check
Problem with terrain system is it works as a orthographic top-down projection, so decals and paint details on vertical surfaces of cars will be smeared vertically
Oooh yikes das no good
set metalic to 1.0
rougnees to 00 or something
That has nothing to do with the problems described
my car also looked same thats y
RIght but that means it's just another janky work around that won't actually be sufficient in the end
The cars need to be able to have textures, which with this method they can't
yea not perfect works for san andreas
The new height map feature look quite promising, but some textures appear slightly misaligned.
height map without normal map
height map with normal map
normal map only
I think it's best to use actual geometry for the tire tread.
What is the new height map feature? Does it work in Remix?
It's a new remix feature that allows you to add the following parameter to the material.(AperturePBR_Opacity.mdl only)
asset inputs:height_texture = @./DAE96F69F1569E50_height.dds@ (
colorSpace = "raw"
)
float inputs:displace_in = 0.05
Does it work as subD+displacement?
I think it will look great for the road texture.
No, it's a traditional parallax effect.
What do your maps looks like?
and normals?
Have you applied it to tire surface only or entire wheel?
Tire only
You showed the full height map
It's pom
Sorry, what? You mean we can make fancy buildings now?
I'd rework the mesh itself, so you could add more polys to make that tire round, remap the UVs to make better use of texture space, maybe could get away with a 1024x map 
The other part doesn't have any height detail. White color means it's flat, and black color means it's concave.
That's a different technique
Based on pom
But a little different
Well, I mean... We don't need to model car engine insides at least. I've seen how well they can look with such method
No, the rooms in the building still need actual geometry. I am currently completely redoing the building's rooms with real geometry.
Sure. But I hope they'll add it so creating a building a matter of applying a texture on the flat plane
All the chairs, tables and sofas are BlenderKit assets. When I use these high-poly assets in Blender's geometry node, it causes the software to hang. Therefore, I have created low-poly versions of the sofas and tables for the time being. I hope it can maintain good quality geometry while remaining stable during gameplay.
The polygon count is a bit too high right now.π
Modeling vegetation for this game has been really joyful
some of these day times shots are realy impressive
It will be great if you try to find some solution to get rid of dark undersides of leaves. Some sort of faking SSS
Its a hard shadow caused by remix.
And why should you want sss
In my eyes, subsurface scattering is kinda bad
yes, and sss gets rid of the hard shadows
Btw you can creat MDL files with substance designer. Isn't that the format remix uses?

interesting
I think the shaders used for the runtime are hardcoded
And the mdl files are for omniverse only
I could be wrong
That's a shame, the substance designer tutorial for making a MDL file is for making a car paint specifically.
https://youtu.be/di7lq6_Whvw?si=TXJt0nipKqAqG7vP
In this video we will create a car paint MDL in Designer 5.5. This video builds on the "Basics of creating an MDL in Substance Designer" video.
PROJECT FILES:
https://share.allegorithmic.com/libraries/2208
If you want to get rid of the hard shadows all you have to do is some manual vertex normal editing
It's how we did it in the beforetimes, before we had fancy SSS
Just make the bottom normals face upwards in the same general direction as the upwards faces
This will shade them accordingly
Great solution ngl
But it's not the beforetimes anymore
We're in the ago of realtime path tracing
Give me real sss, or give me death
I know right, would be sick! Sadly idk of a way to implement anything close to sss (maybe dropping opacity should fake it a bit just like I was having that glowing outlines issue a while ago, @sharp sinew ?). This is why I've been picking vegetation with thick leaves for now, but even those don't look 100%
death

We use MDL to roughly show in OV how the runtime material will look like, and to save material properties in the usd/usda file in the way the runtime can parse, but the shader is still hardcoded. They use slang btw:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/shaders/rtx/concept/surface_material/opaque_surface_material_interaction.slangh
Car shaders and sub surface scattering
Do we have access to clear-coat?
Because if so we can get some nice looking carpaint without hyper complex shaders
Guess not. Best we have is a "thin film" property to simulate a thin (to the nanometer units) translucent coating surface like the ones in oil and bubbles that gives that colorful optical look
That's basically the same thing as a clearcoat! Should work decently enough
This is just a render out of something else right?
it makes short reference to U2, but it looks like it, yeah
NFS U2 UE5 Trailer Render in Blender
How is it a UE5 thing if it's in blender? O.o
Corrected the sentence, a word was missing
Oooh okay right, didn't know the UE5 port dev was russian!
Ahhh yeah, they even captured the annoying pendulum effect when weaving through train tracks
He is german, like meπ€£
Then why is the text in russian O.o
Just found this on tiktok and wanted to share it with you
Pretty cool
Those walls are great candidates for POM
Who added this texture?
I did
These are my textures i made for my Tokyo Nights mod a while back
I still have them
I'm excited to see NFSU2 evolve to the next level.
So did you get this working?
I'm not sure why the transparency texture for the mesh replacement isn't working in the game, so I'm recreate the objects into actual mesh geometry. Currently, I'm working on creating low-poly furniture.
That may be a little too much?
Honestly, you could just render cubemaps of them and slap on a 5-face cube texture and call it the day.
We won't be seeing most of the furniture from road angle
That what I was thinking
The simple way is to cut out the mesh within the transparent area, but I prefer to do it differently using actual mesh geometry. This allows me to reuse the assets in other games later on.
True
Those walls already look sick.
You're correct, since we don't actually see the furniture, I focused on modeling the pendant light and the ceiling. For the furniture, I intended to use well-made assets from BlenderKit. However, duplicating the furniture using the geometry node failed due to high polygon count. Perhaps I was too persistent in trying to make it look detailed, even though we can't see all the details from a "down-top" view.
Yeah, because the normal and roughness maps of this texture took me a hole day
@ember river
For Forza Horizon 4 I authored the Interior Mapping shader:
My work included:
- Creation of base shader code
- Expanding to support layers system for the glass, frames then curtains.
- Setting up the initial camera for rendering interiors in Max.
- Fresnel effect at grazing angles to blend out interior.
- Handling split rooms and angles, i.e...
Do you think this could be achieved with the current pom implementation?
Yeah, this why I suggested going for a texture atlas + randomly UV mapped 5-face cubes. You can use the high poly furniture to render cube faces into a larger texture atlas, then generate a handful of UV-offset faces to use as a "input collection" to the geo nodes. You could instance a single point per room (maybe a mesh with a single vertex in each room's position) and then use the "instance on points" node to randomly spawn faces from the collection
Up to some extent with some trickery, it might be. The current POM is sort of like a orthographic top-down view to the texture, so the walls would be just a stretched pixel like this pic, unless we make the back face of the cube a bit smaller than the front window and use some clever reprojection baked in the POM to bring it back to it's target depth
Not ideal still, if someone flies close the effect would fall apart pretty quickly
Since the height map is only a projection based on a "depth" map, we cannot create fully 3D multi-angle rooms.
@tawny elk my boy, could you tell me what are those screw thread things on rodeo drive light poles?
https://www.google.com/maps/@34.0681217,-118.4018588,3a,20y,183.64h,118.66t/data=!3m6!1e1!3m4!1sHCRU0n59f9Ios3kNiR9HbQ!2e0!7i16384!8i8192?entry=ttu
Looking better they are actually springs. Some kind of shock absorbers
It's either an alien signal receiver or a psychic dominator.
Oh cool, yeah, the more you know π
https://bannerad.en.made-in-china.com/product/yjcEiOrhfUVk/China-Stainless-Steel-Street-Light-Pole-Advertising-Flag-Kit-BTT-.html
TL;DR
Neat 
The term "BTT" stands for "Brain-wave Telepathy Terminal," providing a clear explanation of its meaning.π€£
what tools are good to create poms? I have installed some... like i have painter, sampler, photshop... with materialize i only can create ambient occlusion maps
I think blender might be good for that. Thinks there are some options to bake depth maps, which is what you want essentially
Ok thanks, but i also found a way to do it with Photoshop.
One last question before i try: Displacement Map = Height Map right? I hat that there are so many different names for thatπ
I see heightmap term used for a lot of things, while displacement is usually meant for actually displacing the geometry/vertices
ok thx, but anyways, without knowing much about that i created new maps
with full displacement
Looking quite good
Try not a cubemap but the camera with a little perspective view, and then use depth as a height map, this way you'll get some walls and floor cuz of perspective
It'll be not perfectly like room like
But may work from a distance
Oh good one, for any face other than the back one, add that lil perspective touch.
@desert ridge
Yup
all maps i made
probably have to use Height + Normal to create a POM
but we also could test the AO map as POM
looking like this
but i have to note that the texture size now is a bit different, i made them 2048x1024 so tiling is better
og size is about 2900x1394
og was 2,08:1 and new is 2:1
so nearly the same
I'd cleanup the smaller holes on brick surfaces, as they are roughly the same gray level as the mortar layer/cavities, which makes them too deep for a POM
maybe, its a ambient occlussion map, but i could do height + normal to pom
i will see what i can do
This first one looks good. Maybe if you remap the levels and increase contrast a bit to amplify the black-white range it should look pretty good, and you can leave the microdetails to the normalmap
Hmm might be good, I can't eyeball a good pom tbh, but it seems about right
Also, you'd want to maximize the gray range from 0 to 255 and use the displaceIn param to control the actual depth
Have you tested in-game already? I have a feeling we will get a sharp edge on between UV tiles, just like on the example Hemry showed
Perhaps I can create a panoramic equirectangular image of the room, which includes the Z depth information, and then map it onto a cube.
I have conducted research to determine if there is an easy way to accomplish it in Blender.
https://stackoverflow.com/questions/29678510/convert-21-equirectangular-panorama-to-cube-map
I believe it's not a good idea to use a POM height map on a curved surface. However, theoretically, this problem may not occur on a flat plane surface.
That's what I'm concerned about. The fact you won't see cobbles on the edge of the wall when looking from the side. So that only mesh replacement seem valid option
That's a good point, perhaps this method is much easier to execute in Blender.
That's why I mentioned it's suitable for the road texture, as it looks good from a "top-down" view but not as good from the side view (wall). However, when used for room interiors with a limited viewing angle, it's worth giving it a try.
No sry, i was sleeping until now
Ok it looks like that with the new height map
the old one was too flat with the same settings
creating a POM
Why is the wall has transparent? Isn't a height map simply a grayscale map that represents depth details?
uh, POM is a Parallax Occlusion Map, it needs alpha channel to work
basically you take the Normal map and put the alpha channel from the height map in it
Normal maps shouldn't be transparent.
its not a normal map god damn
What the what are you on about.
It just needs a grey scale heightmap
Nothing else.
well, the internet does say something else
I donβt know what you read, but I assure you that the height map is not an alpha combination of a normal map and displacement
Think you guys might be confusing the software. The remix runtime expects a single grayscale bc4 image just like for roughness. I guess hellraven might be using some software (materialize?) that uses normalmap's alpha channel as pom heightmap
Pom uses a height map as an input. Pom is just a technique to add height detail. It can accept any input if you program it in.
In case of remix. It requires a normal grey scale heightmap
okay now i get it...
because i found different ways for POM, Minecraft for example needs it the way i was doing it
I thought you just showed us how old normal map had non-opaque spots .-.
It depends on the implementation.
Interactive Computer Graphics.
School of Computing, University of Utah.
Full Playlist: https://www.youtube.com/playlist?list=PLplnkTzzqsZS3R5DjmCQsqupu43oS9CFN
Course website: https://graphics.cs.utah.edu/courses/cs6610/spring2021/
Parallax Mapping WebGL Demo:
https://apoorvaj.io/exploring-bump-mapping-with-webgl/
Other examples:
https://en.wi...
saw the video already
he explained what a POM is but not how it can be created
or what implementations there are
but now since i know that we need a grayscale its all fine
Again. Every implementation is different. Remix implementation requires a height map. Grey scale.
and it only protrudes inwards
ok, then i am asking, why we dont use that?
What's that?
height map
It IS what we have to use
Nothing else will work.
This one looks good already
And this one is more a Diffuse than Height with shadows in place
yeah, we might have to change the roughness map with the diffuse map. Because that is currently in use as _rough in textures/walls
I'm not proficient in real-time graphics, and it's possible that the techniques have advanced since the video was made last year. Graphic technology is constantly evolving every day.π
it is exactly that one
bt i already created a new roughness, so it wouldnt be a problem to change them
Did you intentionally add a blurry effect, or is it part of the original image?
thats shadowing
thats what e-man meant with that sentence here
If only the rocks were 3D modelled and you happen to still have them around, you could render a depth map of the high poly mesh in blender and use that as heightmap. That would be the perfect approach
If they're modeled than why not just mesh replace π₯²
because they arent
Lol good one. Though since it is a tileable texture, would be hard to replace those walls 
wouldnt that one work as height map?
Maybe, could also be better than the previous one
same map just layered 3 times
but i sill dont get it. what do we need for a pom exactly, height map or diffuse map?
@cloud crypt i think you should try Alex's AI POM generator from his tool
what are using rn? materialize?
This area could be incorrect if you utilize this texture as a height map.
Materialize and Potoshop
Height all the way
ok
thats a diffuse, not a height
Basically, a white pixel means the surface depth will be at the geometry level, and a black pixel will be the deepest cavity in the pom, thats it
Does your PBR texture come with a height map, or did you create it yourself?
The runtime only projects the texture deepth-wise, based on the pixel gray level. It won't project outwards above the geometry level
thx for the explanation
everything is selfcreated, even the texture i made my self
and it looks like that already #1103377328530276403 message
For now here are 3 types of height maps i could generate/create with photoshop
I vote for least aggressive one
so the first 1?
Are you saying that you took the photo of the wall yourself? Your dedication to this project is impressive, and it makes me feel a bit embarrassed that I simply used some PBR textures from a CC0 website and combined them with AI upscaled images in GTASA. I'm not particularly skilled in texturing; my strengths lie in modeling.
vote for the second image
not completely
i used several textures for that like like concrete and stones and combined them into 1
i dont have the equipment for scanning them, but, i can take some plain textures and add my own magic to them XD
Height map info from Mark
#general-remix message
i wait for e-man and adam o tell which could work best, but i think we have to try a bit
I'd test them all and eyeball what looks more precise with the depth intention of such bricks irl
ok, ill send them as .dds
Ideally, you want your image to have gray levels ranging from pure white to pitch black, so you can control the actual depth using that displaceIn parameter in the material with more precision
I mean, if I were you, I'd do that, no need to send anything π I'm just poking you with ideas like anyone else lol
it should be in that range, in photoshop on my IPS Monitor with 126% sRGB and 95% DCI-P3 i can clearly see a range of greylevels XD
You can see a histogram if you open the "Adjust Levels" filter in PS (Ctrl+L in Krita)
Also have you adjusted photoshop color space to be above sRGB?
For now the float point is set to 0.05
and i used
asset inputs:height_texture = @./textures/height.dds@ ( colorSpace = "raw" ) float inputs:displace_in = 0.05
version 1
Hmm, if the texture is mapped to a 1 square meter of worldspace geometry, then 0.5 would be a range from 0 to half a meter deep (white to black, respectively)
Oh, you edited. 0.05 = 5cm then
verion 2
maybe i have to set it to smt smaller because the world uses a really really small scale
ingame i m hitting the wall but im not hitting it XD
scene scale is like that
using 0.005, new problem fould: that white hole in the ground XD
It is now just flat
yeah, now i am using another height map with 0.01 flo
It appears that the normal surface is not using white as a plain surface, or there might be holes in the ground in the original game?
Alternatively, it's possible that there is an issue with the implementation of the height map code.
I believe version 1 looks satisfactory, but it would be better to avoid using excessively strong values.
0.05 was too high
i could try 0.025 but the height map used is the one from verson 1
thats how it looks when you look directly on it from a small angle
Wierd it has some sort of strong shadows. And no shadows from headlights or at least anything from surrounding
there are if you look closely, the headlights just arent bright enough
but good thing you mentioning them, because they defenetly have to be reworked
i can see if the strong shadows maybe are baked into the albedo, because then i have to smth about it
It's possible that the diffuse map contains too many dark areas, which could be the reason for its unusual appearance.
the first 1 is the original used in remix for now i created myself
the second 1 is the basecolor i extraced with substance sampler
the shadows are pre baked? the texture has its own shadows
can we remove them through software editing
It looks significantly better now.
as you can see in the second picture the prebaked shadows are nearly gone
i will test em out
i only used the one with prebaked shadows because we couldnt utalize full PBR until now
but now its looking aweful
Did you change Rougness map?
add a metallic map with all black
Some area look too smooth, maybe height map change to version 2?
so roughness is still the old
Does it appear different? I believe the remix default material is not metallic.
i have no clue on why its shiny so that's my assumption
could be the normal map to flat?
I assume this map to do wet stones. Try to remove it and set some shade of gray for testing
the shiny effect does add a little moist feeling to it when you consider the above vegetation
its not only that, some details be missing
I think your original normal map is OK, maybe use white material texture in Remix menu can see the problem.
if make that one a bit darker, maybe i could use this as roughness map?
but i currently have 1 big problem: i cant install usd composer anymore
VPN?
nope, and i use automatic dns
looks good
error while installing
i bet no one will look at the tyre grooves
It disregards the diffuse and roughness maps, only displaying the normal map and height map. This allows you to identify the cause of the problem more easily.
This is just a test where I used my existing bump map. However, I encountered issues with the POM on curved surfaces. Therefore, I have decided not to use it in the github release.
using actual geometry would be more beneficial
Creating the actual geometry of the model is much easier for me than making textures for each tire. However, I have to create numerous tire meshes because the game has various rims, and each rim corresponds to a different tire mesh hash. It's a significant amount of work to accomplish.
new roughness map
White mode?
It's not wet and detailed from what I can see. But why white mode shows things almost flat?
thats the current normal map
and here is one i newly made
currently in use is the first one
Oh, you have POM + normal maps applying depth "twice" to the bricks pattern
so i only have to use pom?
Not exactly, you could use POM for low frequency large details like you're using now, and leave normals to define high frequency micro details
so i should tweak the normal map to a point where only small details geht displayed and in pom only big things like the edges from stones?
You can have both high detailed. But make sure the smallest details go to the Normal
I recently converted my old 3dsmax Porsche Carrera model to Blender. I can't imagine that a game that is 20 years old would have such intricate details for every car. However, the priority is to fix the mesh hash issue in remix. Otherwise, all the effort would be in vain.
smth like this then
You made this grating a mesh???
Yes, I believe I used something like "mesh wrap" to wrap around the mesh. I enjoy adding small details that people may not even notice
Ye, but considering the detail level of a steering wheel(as example) it seems kinda overshoot. You could just use a texture with Normal on it
After all if you optimize this model, it can fit into the game easily
Even though this thing is not visible in the final render, I still took the effort to create it.π€£
I will not convert everything for the game; instead, I will select elements that are common to every car.
I'm not sure why some elements become triangulated while others remain as quad meshes when converting to an FBX file. It's quite frustrating.
May be you set non-manifold convertion?
I'm not sure about the reason, but in Blender, you can change some of them back to quad meshes. However, since the game still utilizes triangulated meshes, it's acceptable to ignore it. I simply want to experiment with modifying it and adding more detail to see how it looks in the game.
I will do the rest of editing tomorrow after work, for now ill go back playing motorfest or smth else.
I can do a fulldive into it then so it will be the first texture with pom then in the repo
Can't wait to see results
Now this is an RTX remix mesh.
fr
@cloud crypt You can visit ambientcg.com to explore a collection of CC0 textures. They provide high-quality textures created using Substance Painter. You can compare the differences between height maps and normal maps for reference.
I am currently learning to use Mixer to create PBR textures. I hope that this skill will enable me to contribute to the team by producing higher quality textures.
I will get it done somehow, but thanks for recommendation
Why does the white mode appear nearly flat? There seems to be an issue with it. I noticed that your height map doesn't seem to have many distinct plane pieces when viewed up close. That's strange. Perhaps there's something I'm doing incorrectly with the height map.π€
White is 0 displaces inwards, black is most inwards
@cloud crypt
I figure out what the problem, the real problem is the diffuse, rough and the height map not physical correct, so it's look strange.
try this setting for you height map parameter:
asset inputs:height_texture = @./textures/walls/A56E0164DE273F09_height.dds@ (
colorSpace = "raw"
)
float inputs:displace_in = 0.02
I have modify your map in photoshop, it's look ok now, but the height map and normal map still need to rework.
I increased the shininess of the rock to test the displacement effect, which resulted in it looking somewhat unusual..π
It appears that Remix is not accurately casting shadows with the POM effect.
By setting the "displace_in" value to 0.1, the shadow becomes visible. However, it seems a bit too strong.
Well, the normals and pom seems about right to me now. Its just a matter of adjusting the albedo which got quite washed out, and the roughness to ideal values
When applying the "Anisotropic Filter," it appears that the shadow details in the distance become washed out. This phenomenon is quite unusual.
As i said i do that after eork
I'm still surprised this is the one game of all the ones Im following that seems to get the most work/attention... and those normals look pretty sweet
In 3 hours i am done with work and in 3.5 hours i will rework that wall
i could install usd composer now, toook me 2 hours of troubleshooting... now i will rework the Wall
So i need a normal, a roughness and a height map if i got it right
and to create them, i will use this albedo without prebaked shadows
It is among the most compatible games to get remix working. Most games we try have too many issues or straight up don't boot up
well
Taking this height map and creating a normal map in Materialize. This height map got generated in Substance Sampler
but that only has a range from 0 to 0.5
this one has a range to 1
so im a bit clueless
ok thx
Layers i used
new roughness map
no mor prebaked shadows, height map from sampler and normal map from materialize
Hmm that is looking really good
I'm sorry, but that to me, looks ugly
Sadly the albedo still has some microshadowing which should be a pain to remove
I mean, the other maps are looking quite good
Donβt use tile on the texture. Itβs already tiled.
Looks about right
float on 0.03 instead of 0.02 since i now use a different height map
and if you think my texture is smeary, these are too
but these are on another level since this is a new mesh and my only a texture xd
but looking from that angle they look just fine
or at that position
Oh, can you just record a short video showing it from different angles?
ROCK AND STONE
well, that short video is over 200mb big so i cant upload here
oh, wait, it scaled to 4k instead 1080p
uh
That's what I've been afraid about. Sharp edge on tile seam
the problem is, that the meshes are curved and have different position and height. I cant create a texture where this wont happen on that wall and adam doesnt want me to tile it
well. i got more details ot of the albedo, but its now 43MB in size
I meant the feature of POM which creates a hard edge on any surface. If you have tiles - it will appear between them. So only 'seamless' use is in closed meshes without UV tilling, just like car underhood
problem: it never was a seamless texture
if you look cloesely you will see it
i could create a complete new wall texture with seamless textures
but not today since i need to get to work tomorrow at 7am, so in 10 hours
so basically smth like that with smth on top
but not today, see ya tomorrow
pls connect team wirever instal rtx remix mod ug2
@cloud crypt
I reworked your albedo a bit using some masking and filters trickery in Krita, trying to remove those microshadowing bits and also generated new normals to bring back those microdetails. Its very far from perfect, it has become another type of wall completely, more like sandstone bricks, but its the best I can do without sitting a whole day handpainting each lil detail.
- The first 2 pics I multiplied your roughness map by a low factor just to debug the normals, while the 3rd and 4th are using your original one.
- I'm only focusing on microdetails in this, It should all come together once POM is applied, I didn't try it since blender doesn't ships with any POM nodes afaik
pls connect team vierever instal rtx mod ug2
Here are the maps btw. The normals might be inverted between directx/opengl/blender/remix/whatever, so just check if it is correct before throwing everything else together to the mix
There is a black border on the roughness map on each of the 4 edges
What
some minor overlook I guess 
But it doesn't matter if Height and Normal have no border
It just makes the seams more reflective. Since I don't have the original texture I won't bother fixing it now, gonna leave that one for hellraven to wrap everything up π
oh, thx @ember river that save me a lot of work
only need to create a height map then. Thx π₯
You can try the ones you were already working with, should work fine
isn't that odonata cinema's render
as i know odonata cinema isn't related to TUFU
No
if you have just only normal map, you can try this to create Height map. TBH it's doing really great and pretty much accurate job. here and there can be a bit problematic places, but otherwise it's really fast and simple
http://charles.hollemeersch.net/njob/
It's not that good with texture atlases when they are too close together, but In case of something like stones, or especially ground it is really great tool. Maybe one of the best I've found
Another example
game is doing da thing where it only runs on dlss perf again
so weird
Trunk carpet
They'd be better off remade as mesh
There's only so much that you can do with just textures
and the carpet?
Carpet texture looks good
ok, i will create a PBR for it too, but currently working on the wall again XD
Created a new, now actually seamless, wall texture. What do you think?
remake it
probably only have to smooth the edges a bit, thats not a problem, takes a 2 or 3 minutes
just wanted to show my w.i.p results
looks great
try now to spot any sharp edges π
π
which albedo you think will work better?
i will test both, but whats your oppinion?
normal map with focus on micro details
Result n Materialize
Have you tried second one?
Yes both
Thats the second 1
Thats the fisrt 1
They're same somehow
Theyre not lol
One is sharper with less dark shadows and the other is has smoother textures
anyone tried working with trees? they will look good with Tesellation or that POM thing
but need to replace it with a high quality tree
But maps are the same exept for albedo
Nope, theyll get a new mesh
The most significant part is concrete slab, which is way more pleasant on second Albedo. It looks realistic
who is working on them?
Which one?
You want to use Height map for bark?
yes
Concrete slab here
I think its ugly, like my version more
As we discussed, it can be unpractical to use POM on curved surfaces. Especially when you plan to replace mesh entirely
That one youre talking about uses the albedo of Substance Sampler
is there a way to add emissive maps to tail lights?
or are we going to replace them with actual mesh too
We will replace mesh for sure. And yeah, there's a way, but it is more complicated than putting emissive and increasing it's intensity. You need a light source as well
hmm
time to find source documents so i can make them
and just keep them ready when toolkit releases
Emissive use sRGB map with black being no emission and any color value/brightness being an emissive color. Nothing complicated here
I have experimented with replacing the taillights mesh, which has allowed me to achieve a more realistic result compared to using a simple emission texture. However, this approach requires significantly more effort and work than simply changing the texture.
I will share a screenshot at a later time.
what do you mean taillight mesh -- u2 uses texxtures for taillights
we are trying to replace the texture with a mesh
youd have to replace the entire car mesh
well not trying, but mostly conceptualizing it
Dw i think we got enough talent here to do that
Have you tried hard enough?

harf
Harf
Not
Rn I'm working on some bushes and the tall zahidi date palms along the avenues, which are actually all over the map.
Will move at some point towards more tree species out there
And yeah, they're meshes atm
Works best as high poly meshes, but I can see tree barks taking advantage of some pom for larger bumps and details depending on context
God, if i had the equipment i would've photoscanned a palm tree, my dad's farm is filled with it
Grab a cc0 off sketchfab
Making the bridge sides
Looks good?
@ember river
Thats looking pretty good. Love the depth on the deteriorated bits
Problem: The bridge sides arent flat
There is no problem, we can wrap something around a path or mesh in Blender.
What is bridge sides though? π
hmm, even if it was chugging 8 gigs, its not a problem for u
Even if it was taking 20 gigs
yeah so uh
my Windows install definitely has issues. i'm idling at 14 GB VRAM used for some reason
hm. seems it was firefox and discord. i did have like 250 tabs open though, which i forgot about
this is a major crime, that vram is going to waste lol
lol
Photogrammetry meshes on everything 
https://zolika1351.pages.dev/posts/saying-goodbye that explains why no one could get a hold of him
thirteen being an ass
gorgeous
impressive as hell
I separated the taillight glass into individual meshes so that I could assign different glass textures to them. However, when I change the car's base paint color and the body meshhash is changed, the meshsmooth version of the taillight mesh reverts back to its original mesh.
The only way to customize the car's texture and different body parts seems to be by making changes outside of the game. Otherwise, I can only modify the traffic mesh. I don't want to spend too much time dealing with the issue of mesh hashing changes.
I have a great passion for this game and I don't want to give up on it. However, the issue with mesh hashing is truly frustrating.
Yeah it's why the current group working on it for a while now hasn't done anything to the cars
The hash issue just kinda kills it
I have a dream of creating exceptionally high-quality cars that can be used in the game. However, I am a 3D modeler and not a game developer, so the easiest and only way for me to achieve this is through Remix. I kindly request Nvidia to address and resolve the issues with it.π
Car paint/decals and vynils changes the mesh hash too or only body parts (from the green shop)? If only actual body part geometry changes the mesh hash, then its a blessing rather than a curse. That way we can remodel each body part individually and uv remap textures to them.
If paint/decals/vynils also change the mesh hash, then we have a problem
The most noticeable car body parts in the game that do not change the meshhash are the taillights and headlights. Therefore, my primary focus is on modifying these parts first. Once I complete this task, I plan to work on recreating the traffic mesh and replacing the buildings.
I think you should start with buildings because they are simpler. This way, you can better learn the remix toolset without having to worry about changing hashes and other complications.
Also the highway meshes
Do those
Because as I said before, I want the highway parts to be done so that the next release can be pushed out.
Well, the underside is done already, but i need to know how to mergeπ π€
Are you referring to retexturing the existing mesh or completely replacing it with a new one?
Whichever fits. We can get away with just retexturing most parts without making new models.
Like this texture that I made today
Or this one
But some buildings that are close to the road can use some work
I don't think it appears anywhere near the highway.
Right here i am beneath a highway
Texturing is not my strong suit; I prefer to focus on detailed modeling instead.
But well, i need to know how i can merge the bridge underside i did before into the project, or ill send you the files and you merge it
Perhaps I can find some props along the highway to use as replacements for mesh models first.
You can start with buildings like this
Or these
This one i made
These also look simple enough. I might even make this myself
I'm not very experienced with modelling.
I cant model at allπ€£
Creating textures is challenging for me as it is not my area of expertise. However, we each have our own unique strengths, so we can work together as a super team by combining our skills.
@desert ridge If you want to get started with redoing the models, can you start with this? Looks simple enough for a first replacement building.
Should we replace it with interior or not?
Should replace the interiors in rooms with the lights on.
Alright, I will work on it tonight. It's currently 6:22 am, so I need to go to sleep now.
Its also good to notice some buildings have wildly unproportional scale, some doors are like, 5 cars tall. Some reworking thinking on that would be pretty sick
same crap
i think replacing the interiors in rooms with lights off would be great too
with pure black boxes of course, so windows could had more depth
Make sure to fit it into project structure please. We have map and namings pre-described already
PBR π
the ground texture is alpha i think
which is causing the octotex tool to mark as reflective
turn it false
Need for Speed Underground Remastered Definitive Edition 2023 Special version 2.0
only for 1999.99$
Wow, that's a really affordable price considering it includes numerous high-quality assets that can be used in various contexts beyond just gaming.
that was a joke about current situation in gaming industry
π€
maybe a bit old
i mean, im just laughing at the ai, and not the hard work that was put in the assets remastering
sorry if i said smth wrong