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Author Topic: PULSE - Arcade Racer  (Read 6080 times)

SUNCHIRP

« Reply #30 on: November 05, 2009, 04:26:44 AM »
Edited.
« Last Edit: December 02, 2009, 02:05:05 PM by SUNCHIRP »
« Reply #31 on: November 05, 2009, 06:05:59 AM »
Looking sweeter by the minute  ;)
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« Reply #32 on: November 05, 2009, 09:17:07 AM »
looking good, really good, I especialy like the light/shadows effects on the car, looks really sweet.
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« Reply #33 on: November 05, 2009, 09:17:40 AM »
Looking great Sunny. After completing the offroad project I learned that the most simple setup is the best setup. If your car is made of up several skin meshes, take a look at it and look to find a way to combine as many as you can into one. If you can get away using the car object as your visual wheels as well, that will save 4 dynamic links if you were to link 4 skinmesh's to the wheels of that car.

Just a few tips that might help you along :)

Mike

SUNCHIRP

« Reply #34 on: November 05, 2009, 09:43:59 AM »
Edited.
« Last Edit: December 02, 2009, 02:05:18 PM by SUNCHIRP »

SUNCHIRP

« Reply #35 on: November 05, 2009, 04:49:47 PM »
Edited.
« Last Edit: December 02, 2009, 02:05:27 PM by SUNCHIRP »
« Reply #36 on: November 05, 2009, 05:04:59 PM »
Very nice!
« Reply #37 on: November 05, 2009, 05:45:18 PM »
WOW,Good Job!! ;D ;D ;D ;D ;D ;D

AWESOMEEE
« Reply #38 on: November 05, 2009, 09:01:35 PM »
Looks VERY nice. Good job
« Reply #39 on: November 05, 2009, 11:35:36 PM »
Hi,

Updates : -

So, I've been working on the texturing phase, the ambient occlusion passes have worked really well, and will be combined ( multiplied in a photoshop layer ) with the final diffuse texture at the last stage, here you can see the Ambient Occlusion pass in it's raw state : -



Once combined with the diffuse, I'm sure it will really help sell the material.

I've had some trouble developing good normal maps within Maya due to the hard edges involved around the tyre rims, and so, have had to tweak many times before finding something I was remotely happy with, I've yet to test them ingame ( to see if 3drad likes them, and to make sure none of the rgb channels need to be flipped to display correctly ), in maya, so far, they display correctly : -



I think my next update here will probably be the final textured model inside 3DRad with env. mapping enabled and the smooth / glossiness shaders applied throughout.
sexy model. how much is it to get the software needed and how do you get the  smooth effect

SUNCHIRP

« Reply #40 on: November 06, 2009, 12:19:03 AM »
Edited.
« Last Edit: December 02, 2009, 02:05:45 PM by SUNCHIRP »
« Reply #41 on: November 07, 2009, 08:27:06 AM »
Amazing!  ;D
Sorry for my bad English, I'm from the Netherlands!
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« Reply #42 on: November 07, 2009, 09:28:29 AM »
Yeah this is great indeed :)

SUNCHIRP

« Reply #43 on: November 07, 2009, 01:20:50 PM »
Edited.
« Last Edit: December 02, 2009, 02:06:01 PM by SUNCHIRP »
« Reply #44 on: November 07, 2009, 05:12:51 PM »
modeling with blender is hard. :-[
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