Hi and welcome!
It's nice to have an experienced 3D artist interested in the project. I'll do my best to answer your questions and Joe can fill in anything I miss.
David_Mac Wrote:recommended tri limits for a map.
Hmmm, that's hard to say, but I think a number in the tens of thousands would more or less be fine. To be honest I'm not sure what the tri counts on our existing maps are.
David_Mac Wrote:object count recommended for a map.
I know existing tracks have probably 100 - 400 objects.
David_Mac Wrote:texture resolution limits and number of UVs supported.
As far as texture resolution I know of no hard limits. <= 512x512 would be fine, I think you can pretty much make them the size you need. I believe there is one UV per track object.
David_Mac Wrote:textures and effects supported within the engine: Specular maps, bump maps, emit maps, normal maps (tangent or global/world), etc.
Again Joe can correct me, but I think we have none of that stuff, except for specular maps, in the form of a single specular map that is applied to the cars on all the tracks. We used to have dynamic reflections but they're gone now. There has recently been a rewrite of the graphics subsystem and not everything has been re-implemented in the new scenegraph-based system.
David_Mac Wrote:any information at all on your in-game lighting system.
This thread has a little info about lighting, it probably won't tell you much but here it is anyway:
http://vdrift.net/Forum/viewtopic.php?t=504
David_Mac Wrote:Any links to resources greatly appreciated, any contact with established Vdrift map developers greatly appreciated, too
If you've read all the stuff under the Tracks section of the wiki, that's about all the written information available short of looking at source code. Here's a thread about creating a custom track (most of our tracks are imported...) which Joe modeled in Blender, it is still available in the VDrift data repository but has no scenery.
http://vdrift.net/Forum/viewtopic.php?t=801
If you're willing to spend some time developing a track with some or all of the features you mentioned, it's possible that stuff may get added to the game. I'm not sure we've had any tracks that had such features to even test.
I'll go ahead and warn you, our current track editor is kind of a hack and there aren't really many binaries available for it. We've started work on a new track editor but it's far from finished and has stalled. After the next VDrift release I think I'll try to pick it back up because a lot of people have been interested in tracks lately.