Supertuxkart new graphical style

Hello everybody 
With the new light system (thanks to cand) we have more options and we can add lights like in blender (\o/) without making lightmap. We can achieve a photo-realistic looking if we want now
.
(the classical before/after)


(impressive isn't it ^^).
The problem is that with the new pipeline we need to adapt every tracks
. Now the constraint are different and the ways to achieve effects are also different.
I'm also making a library for 3D objects. What that means ? It means that now you can make an object in the library and link its in many track. When you update the object in the library it's automatically updated in the tracks
.
It's time to choose a graphical style. After some debate we (the core team) decided:
-> We will avoid photo realistic and plastic looking (like our guidelines say), that's not what we want
-> The style chosen is a Basic color palette with details coming from a realistic texture.
It's the style of team fortress 2 and we think that's a good choice for supertuxkart. Here some example of what we want.



These textures have been made by hand.
So we probably in the future need help from the community due to the amount of work
. I will make soon as possible a track to show what is our new style. It's very important for us to be consistent.
One the problem of stk is the lack of consistency. That's why the game looks unprofessional. Hopefully with this new style and the light system, people will love our lovely game
.

With the new light system (thanks to cand) we have more options and we can add lights like in blender (\o/) without making lightmap. We can achieve a photo-realistic looking if we want now

(the classical before/after)


(impressive isn't it ^^).
The problem is that with the new pipeline we need to adapt every tracks

I'm also making a library for 3D objects. What that means ? It means that now you can make an object in the library and link its in many track. When you update the object in the library it's automatically updated in the tracks

It's time to choose a graphical style. After some debate we (the core team) decided:
-> We will avoid photo realistic and plastic looking (like our guidelines say), that's not what we want
-> The style chosen is a Basic color palette with details coming from a realistic texture.
It's the style of team fortress 2 and we think that's a good choice for supertuxkart. Here some example of what we want.



These textures have been made by hand.
So we probably in the future need help from the community due to the amount of work

One the problem of stk is the lack of consistency. That's why the game looks unprofessional. Hopefully with this new style and the light system, people will love our lovely game
