|
|
||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Senior Member
![]() 198
- 26
|
Simbin Art Test
For those that may not know, Simbin seem to be one of the few developers that have a publicly available art test (can be found here).
I'm doing the track one at the moment although I may do the scenery one afterwards. I've just started and I've got the basic layout down: (Slightly modified) layout from the art test: ![]() My mesh so far: ![]() I've worked on a driving game but the terrain and roads were mainly done when I started so I've not done this before, also it wasn't track based. So any input would be welcome.
__________________
Portfolio |
|
|
|
|
|
#2 (permalink) |
|
Senior Member
![]() 230
- 69
|
What are the requiremnets/restrictions that come with it?
Looks straight forward enough. A tileable texture on road/gravel/grass and I'd bake down the curb, guardrails, tyre walls and anything else that has details.
__________________
Mark McLeod | Environment Artist Sketchbook:-http://www.game-artist.net/forums/sk...hbook-wip.html Portfolio:-www.markmcleod.net |
|
|
|
|
|
#3 (permalink) | |
|
Senior Member
![]() 198
- 26
|
It's pretty open:
Quote:
__________________
Portfolio |
|
|
|
|
|
|
#4 (permalink) |
|
New Member
![]() 38
- 19
|
I would recommend making your track a separate mesh and stitching it in later. You will save yourself a lot of headache by making your track with a uniform number of spans for easier UV'ing. Then optimizing it after the fact.
What program are you using to model? Here is a tut for max, I'm sure there are similar out there for maya if you look for them. Last edited by thekillermiller; 23-11-2011 at 02:52 PM. |
|
|
|
| The Following User Says Thank You to thekillermiller For This Useful Post: |
|
|
#6 (permalink) |
|
Senior Member
![]() 198
- 26
|
I've been working on a tyre asset for the tyre walls. It's going ok but my only concern is the curving of the tread on the edges, it's happening because of the projection but I can't think of any way to fix it other than manually in texture which would be practically impossible to get right for multiple textures.
![]()
__________________
Portfolio |
|
|
|
|
|
#7 (permalink) |
|
Senior Member
![]() 230
- 69
|
That bending stuff is caused due to the lack of geo in your low poly. I'd suggest adding in some more loops to maintain a better round shape and your bake will come out with less bends.
Then once you have done the baking and go to construct the tyre walls start optimising the object. I'm assuming it'll be comprised of stacked tyres so just delete faces that will not be visible and merge edges where possible.
__________________
Mark McLeod | Environment Artist Sketchbook:-http://www.game-artist.net/forums/sk...hbook-wip.html Portfolio:-www.markmcleod.net |
|
|
|
|
|
#9 (permalink) |
|
Senior Member
![]() 230
- 69
|
Is this 120 tris or polygons?
Do you have a budget?
__________________
Mark McLeod | Environment Artist Sketchbook:-http://www.game-artist.net/forums/sk...hbook-wip.html Portfolio:-www.markmcleod.net |
|
|
|
|
|
#10 (permalink) | |
|
Senior Member
![]() 198
- 26
|
Tris, I have a bit of a habit of calling them polys. No budget specified:
Quote:
![]()
__________________
Portfolio |
|
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |