Anyways I love tyres so ill kinda of write a 5 page essay on the subject,
I will start with what Gary shown from Racing Point,
my current tyres I make are very unique tyres and no one as ever created the tyres the same as me inside the AC engine, no one,
my side walls use 1 shader, my tread uses another shader,
the side walls stop here the shine like the older tyres 17-18, but I started this process in 2014 in AC so over 5 years using this detail where no one else ever has,
my shine on 1 shader stops here,
and like we can see here, they are very unique to the RSS branding on all our top tier formula cars,
it simply goes without saying at all we can not just simply make the entire tyre shiny 100%
side walls/tread,
going back to 2013/14 I used to make the "Ultimate Realizm Mod" for Codemasters games,
at that point in time my mods on RD was the highest rated on the website,
now
@Fat-Alfie as that privilege with his insane detailed tracks and godly textures,
but going back to 13/14 part of my Codemasters mod was making tyre textures and the damage textures and settings, I pushed the envelope that far with my Dev Codemasters copied my style with the tyres and now we have this wonderful look even now in the latest F1 games,
because before they was quite primitive in comparison to what I personally achieved and still feel proud but I pushed the envelop that far the devs took note and started making the tyres the same,
so I have been pushing tyres to there limits almost 1 decade where no one else has,
but anyways I tried that technique before making a 100% shiny tyre in F1 2013 or something and it looked silly, so from experience I already know its not a direction to be taken.
but coming back again to AC the actual shaders for the tyres are so limiting even going back to what Codemasters was making even before AC was created the shader is just primitive,
lets inspect the tyre compound how we should create it the process,
obviously we dont want 100% shine this would be so easy to replicate, but not a direction to take,
because of the camber of the tyres front and rear of the wheels,
only the insides of the tyres will be effected on the tread more,
so roughly 85-90% of the tread will be matt and diffuse with a lovely specular map,
like here,
we can see here that the shine now is not stopping like the 1st set of pictures I posted above but the shine is now breaching the tread/bleading onto the tread surface,
currently using my old technique as I mentioned above with 1x shader for the tyre wall, and 1 x shader for the treads, this technique is no longer achievable with the current AC tyre shader,
the shader as no "color" maps,
color maps in games generate "gloss" and "matt" rough or shiny surfaces, so with the lack of the "color" maps currently we can not even create this style of the 2019 tyres anyways,
because the shader will not produce these results we want, and my old techniques will not work,
as the line of the shine is defined my mesh geometry where it was split/detached and a new shader applied and then welded again to produce the smoothing correctly on the surface area,
so replicating the 2019 tyres correctly the new techniques would involve just 1 shader not 2 shaders like before,
but here is where it gets more complex,
we would require not 1x tyre as we have currently on the cars, but actually 2x tyres each corner of the chassis,
so 1x tyre for static motion and then 1x tyre for blurred motion for faster rotation,
where the values are inside 3ds max, 8 tyres not 4 tyres,
and settings inside the blurred_objects.ini which will still define the 2x motions of the tyres,
then we can proceed and apply a new shader, but this new shader would make the tyres the best in the world I imagine,
we would be able to create,
Diffuse,
Normals,
Color,
Seamless,
Seamless NM,
now with this shader we can just use the 1 single shader, use the same textures I created before,
but use the "alpha channel" to define what special seamless rubber texture is shown from the seamless and the seamless NM maps I made which has my heart pounding the prospect of having a custom seamless detail map on the tyres so this is a big + in my book,
but then we get to this "color" map, here we can define how much of the tread is shiny, matt,
if I get my hands on this shader on the tyres they would end up biblical looking,
I could really get some lovely tyres flowing with this stuff its like spinach to popeye, giving me freedom like this specially on something seen 99% of the time while driving,
just no one takes these tyres seriously at all, its the most important detail on a car the tyres, well for me it is anyways,
I will be able to achieve the tyres 100% realistic, I am also developing textures for this shaders patch as well me and Ilja get kinda excited with these textures and settings,
but we could produce with the new techniques I want to use something similar in style to this,
this would be the same on Steam and CM,
this kinda styling but the insides more matt as well but the outsides the wall and say 10-15% of the treads will be high gloss like the real tyres,
but then inside CM can I push the tyres even more than the default steam ones,
adding tyre wear and even more detailing
we could start with a 100% shiny tyre brand new and it will scrub exactly the same as the tyres in real life so even after half a lap the shine will be gone and starting scrubbing and matting the surface,
currently the patch settings is the most advanced in any game I have seen and way past RF2 tyres,
specially on the visuals of lockups we are currently developing,
RF2 as a piece of mesh on the externals of the tyres, so under locking up this piece of geometry will show damage but its not damage located at the contact patch where the tyre 1st scraped on the tarmac, where as inside CM Ilja,s code and masks is way way more advanced the system we developed there is perfect, we can do so much more things now with these new patches and tyre settings,
anyways ill not bore you too much with the details, lets leave them like before boring and unrealistic to 2019 spec tyres, you decide what you want.