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Author Topic: Forest Track  (Read 771 times)

« on: May 24, 2014, 03:10:02 PM »
Here is a little track I'm currently developing.
I been putting a lot of effort into this project.

Video Link.
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Update 06/10/14

New video
« Last Edit: June 11, 2014, 08:12:56 AM by dogtorque »
I be trippin!
« Reply #1 on: May 24, 2014, 06:53:51 PM »
This looks really good; the track design is top notch, and the car looks fantastic  :). The only thing I'd say is that the scenery looks a little 'flat'. Perhaps you could light map the terrain to make things a little more interesting?
« Reply #2 on: May 24, 2014, 09:08:31 PM »
yes... nice looking landscape and cars.... but 
Quote
The only thing I'd say is that the scenery looks a little 'flat'.

i agree...

also...

car lights, even when off, should look like slightly different material... and when on should be emissive...


--Mike
« Reply #3 on: May 24, 2014, 09:43:36 PM »
what is the song? ;D
« Reply #4 on: May 24, 2014, 09:58:22 PM »
audioblood... by some people who call themselves The Matches...

https://www.youtube.com/watch?v=6NpdosNTVLE


--Mike
« Reply #5 on: May 24, 2014, 10:05:38 PM »
audioblood... by some people who call themselves The Matches...

https://www.youtube.com/watch?v=6NpdosNTVLE


--Mike

Thanks Mike ;D
« Reply #6 on: May 25, 2014, 08:31:03 AM »
This looks really good; the track design is top notch, and the car looks fantastic  :). The only thing I'd say is that the scenery looks a little 'flat'. Perhaps you could light map the terrain to make things a little more interesting?
never did light map before so yeah I know nothing on making it.
and just remember I'm still developing it so I'm thinking of putting light posts in it around the track with some light textures.
and if you notice in the video you can see I added an hdr like feature.
and it also appears that the guard rail texture is a bit to bright so I'm going to have to darken that a little not to forget try and animate the trees.
because the clouds and waterfalls are already animated but that is because the shaders I have applied to the skinmeshs through the scripts move the textures a specific direction.
so yeah just let me know which part of the backround should get light maps and remember that the track model has well over 40,000 polygons.
« Last Edit: May 25, 2014, 08:39:22 AM by dogtorque »
I be trippin!
« Reply #7 on: May 25, 2014, 08:43:08 AM »
Quote
it also appears that the guard rail texture is a bit to bright

the guardrail is the one object that appears to be "lit" properly... don't change that  ;D


--Mike
« Reply #8 on: May 25, 2014, 08:45:12 AM »
Quote
it also appears that the guard rail texture is a bit to bright

the guardrail is the one object that appears to be "lit" properly... don't change that  ;D


--Mike
okay. so is it the mountains that need to be lighten up a bit or are they to dark.
I be trippin!
« Reply #9 on: May 25, 2014, 08:50:03 AM »
the whole scene looks "flat"... as was mentioned above...

this is because there is no real lighting to the scene... nothing that imparts a 3 dimensional impression...

that was the whole idea of the series of scene challenges we did a lil while back... to open up a discourse on making realistic looking scenes in RAD as we see in games made in other engines. and to share our insights...

you don't necessarily have to run out and lightmap the scene... there may be other options... 


--Mike
« Last Edit: May 25, 2014, 09:00:09 AM by Mike Hense »
« Reply #10 on: May 25, 2014, 09:54:47 AM »
the whole scene looks "flat"... as was mentioned above...

this is because there is no real lighting to the scene... nothing that imparts a 3 dimensional impression...

that was the whole idea of the series of scene challenges we did a lil while back... to open up a discourse on making realistic looking scenes in RAD as we see in games made in other engines. and to share our insights...

you don't necessarily have to run out and lightmap the scene... there may be other options... 


--Mike
okay and as for the taillights I had to use 2 different skinmeshs for it and the second one is basically just the colors inverted.
and for me gameplay comes first graphics second because I don't want to endup releasing a game that works like crap.
also I wonder if any one would be able to help me with the lighting so I can get it right just help point me out to were the scene most needs the lighting.
and don't get mad if I get confused because I do get confused easily.
.... OH S*** I accedently deleted the trees from the sketchup model of the map and saved the model!
oh I hope sketchup made a auto save version because if it didn't then this is going to be a pain in the rear just to convert the .x model and then import it into sketchup with it's textures still on.
I'm such an idiot!
but wait maybe this can give me a chance to make the tree walls look better? brb
« Last Edit: May 25, 2014, 10:09:34 AM by dogtorque »
I be trippin!
« Reply #11 on: May 25, 2014, 04:56:17 PM »
Here is the newroad texture I applyed.
and I'm gonna be posting a video showing the normal maps that I added.
I be trippin!
« Reply #12 on: May 27, 2014, 03:57:07 AM »
why does it have too be so dark, cant see nothin. Crank up tha sunlight man! ;D
"Believe you can, and you're halfway there."
- Theodore Roosevelt
« Reply #13 on: May 27, 2014, 05:48:02 AM »
why does it have too be so dark, cant see nothin. Crank up tha sunlight man! ;D
thats because it is supposed to be realistic graphics.
and just like I said I added a hdr like feature so that when a specific amount of the sky ain't visible a script brightens everything up.
« Last Edit: May 27, 2014, 05:49:58 AM by dogtorque »
I be trippin!
« Reply #14 on: May 27, 2014, 05:53:55 AM »
why does it have too be so dark, cant see nothin. Crank up tha sunlight man! ;D
bright enough.  :)
I be trippin!
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