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Author Topic: Sketchup UV/ bump mapping test  (Read 1358 times)

« Reply #15 on: May 13, 2014, 12:17:35 PM »
Road Banking works, but The banking is too bumpy, not sure how to smooth it out.. Any Ideas?
hold on a sec let me start up sketchup and show you.....
I be trippin!
« Reply #16 on: May 13, 2014, 12:25:51 PM »
okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol
I be trippin!
« Reply #17 on: May 13, 2014, 12:31:05 PM »
I use a lot of polygons. lol
I be trippin!
« Reply #18 on: May 19, 2014, 12:36:12 PM »
I use a lot of polygons. lol

Yes that's the way to do it. You should turn on hidden geometry, so we can see you poly flow. Looks good, but the turns you make looks too sharp if you know what I mean... make them slacker and longer, that will make them much nicer and easier to drive on.
"Believe you can, and you're halfway there."
- Theodore Roosevelt
« Reply #19 on: May 19, 2014, 02:34:50 PM »
What we need to do, at this point, is make a road model pack that is textured that everyone can use.
What do you guys think?

We want the roads to be:
- connectable
- Scaled to the Car Object
- Usable in Google sketchup to connect easily
- Bump mapped skinmesh
- we need the rigidbody and the skinmesh for those who don't use sketchup.

Do you guys like the idea?
I can make the Road texture for you guys, If you could model the roads.
« Reply #20 on: May 19, 2014, 03:42:26 PM »
What we need to do, at this point, is make a road model pack that is textured that everyone can use.
What do you guys think?

We want the roads to be:
- connectable
- Scaled to the Car Object
- Usable in Google sketchup to connect easily
- Bump mapped skinmesh
- we need the rigidbody and the skinmesh for those who don't use sketchup.

Do you guys like the idea?
I can make the Road texture for you guys, If you could model the roads.
I think there is a way to modify the highway objects in 3drad and replace them with newer models.
I be trippin!
« Reply #21 on: May 19, 2014, 03:48:45 PM »
I use a lot of polygons. lol

Yes that's the way to do it. You should turn on hidden geometry, so we can see you poly flow. Looks good, but the turns you make looks too sharp if you know what I mean... make them slacker and longer, that will make them much nicer and easier to drive on.
Here you go.
and in the 3drad project file that is using this model I down scaled all the textures to help save more memory and converted all the textures to dds to help 3drad load the model quicker.
and also castle/Maze!
« Last Edit: May 19, 2014, 03:59:26 PM by dogtorque »
I be trippin!
« Reply #22 on: May 20, 2014, 04:06:23 AM »
okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol

This one is banked allright, but the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale? That is my main problem with fredo, I couldnt't figure it out, so I had to do it manually. Often you would also want the curve to ascend at the same time (for example on a canyon road). If that is possible with fredo, i would like to learn how to do it.

See pictures below. This is what I mean, this is my roads, made manually.
« Last Edit: May 20, 2014, 05:05:55 AM by Sondre S. »
"Believe you can, and you're halfway there."
- Theodore Roosevelt
« Reply #23 on: May 20, 2014, 05:52:34 AM »
okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol

This one is banked allright, but the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale? That is my main problem with fredo, I couldnt't figure it out, so I had to do it manually. Often you would also want the curve to ascend at the same time (for example on a canyon road). If that is possible with fredo, i would like to learn how to do it.

See pictures below. This is what I mean, this is my roads, made manually.
dat model!
I be trippin!
« Reply #24 on: May 20, 2014, 06:57:42 AM »
Thanks man, its a part of the world for my unity racing game.
"Believe you can, and you're halfway there."
- Theodore Roosevelt
« Reply #25 on: May 25, 2014, 10:37:04 AM »
okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol

This one is banked allright, but the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale? That is my main problem with fredo, I couldnt't figure it out, so I had to do it manually. Often you would also want the curve to ascend at the same time (for example on a canyon road). If that is possible with fredo, i would like to learn how to do it.

See pictures below. This is what I mean, this is my roads, made manually.
dat model!
Well, do you know if I can do this with the Fredo plugin too?
"Believe you can, and you're halfway there."
- Theodore Roosevelt
« Reply #26 on: May 25, 2014, 12:13:42 PM »
okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol

This one is banked allright, but the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale? That is my main problem with fredo, I couldnt't figure it out, so I had to do it manually. Often you would also want the curve to ascend at the same time (for example on a canyon road). If that is possible with fredo, i would like to learn how to do it.

See pictures below. This is what I mean, this is my roads, made manually.
dat model!
Well, do you know if I can do this with the Fredo plugin too?
yes I use the fredo scale to help me twist the models.
I be trippin!
« Reply #27 on: May 27, 2014, 04:01:24 AM »
"... the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale?"

Did you understand what I meant? If you could show how I could do that(with Fredo) it'd be great...



« Last Edit: May 30, 2014, 03:43:03 AM by Sondre S. »
"Believe you can, and you're halfway there."
- Theodore Roosevelt
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