![]() ![]() ![]() We have added details to the normal map, and given the material a better feel. On the visuals front, the helmet now benefits from our PBR shader technology, which should really help to merge the visuals into the modern aesthetic of the simulation. Whilst we have always harboured ambitions to revisit the helmets in game, allocating the artwork resource required for this task just hasn’t been possible until very recently – and to be quite frank with you, we think the efforts undertaken by our development team to upgrade the rFactor 2 helmet have paid off spectacularly – with a significant improvement having been achieved with this new update. Let’s be honest about this, it really did need an upgrade in order to add some much-needed visual immersion to the excellent content produced both here at the studio and by our outstanding modding community that continue to work tirelessly to create great content for rFactor 2. The helmet model in rFactor 2 has been in use for… a while now. Happy end of July everyone – we’ve made it through the month, and now it’s that time once again to sit down, take stock and get excited about the future development of rFactor 2! The days have been long, the nights have been short, and we’ve even managed to find time to pull ourselves away from the sim rigs for a little while to do some more development work, as always marrying together our own internal roadmap plans with feedback from our ever loyal and expanding community here in rFactor 2 land.ĭevelopment has been very intense behind the scenes of late, and we’ve exhausted a lot of our resources in recent weeks on bringing together the latest big build update for rFactor 2, so much of what we have in the works for the next few weeks is perhaps a little too early in development to start discussing in this Development Roadmap post – however, we really can’t let July pass without giving you some bits to get excited about, so let’s have a look at what the very near future is likely to bring… ![]()
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