It seems to me that you have a pretty good plan there jigebren, from your reply I can tell that you are progressing fast. Thanks for the reply to my previous questions, there is a few more to come but I hope you don't mind!
Since I began modelling myself I've always drawn sketches in hand, rough thoughts on paper I felt was necessary to do if I during a night suddenly got an idea for the current track I was working on. I believe that these ideas makes track making a lot more interesting, but unfortunately makes them a lot more complicated to plan. Today I am always trying to gather as many ideas as possible before I start out because I'm simply afraid that I will have to start over if I suddenly get an idea that requires me to do so. I am curious as to your current work-flow. Have you been in the same situation yet? Or has everything been planned to detail?
I've fallen in love with UV Mapping after I understood how the pixel blending works and how I should create the textures in a proper way for Re-Volt. Is there anything you have stumbled upon that you really liked about track making yet? If I understand your work-flow right, you haven't begun the process of applying texture to your model, even though you only have limited space. Was this decision made in order to simplify the process of modelling itself? Is it a preference? And is such case what makes it your preference? Does Blender offer tools that in some way makes it easier to divide the texture space between polygons while keeping things seamless? Perhaps you're just using simple math?
I am not sure that you have even been thinking about UV Mapping, so perhaps you can't comment on that yet. Perhaps this isn't your focus and I neither think that it is required for making a top-graded track (especially on RVZT). I am just very interested in this subject and I hope you don't mind.
Jigebren wrote:Points 1) and 2) are a bit too sketchy, I'm unsure about the kind of answer you expect...
1) You are targeting a "top grade" quality level for your track. You are aiming for a very high goal and IMO you are also putting a great burden on yourself if you are serious. I think we all have our own way of defining a quality track, so I was curious as to how much detail and how much time/work you are going to put into this track. I am looking forward to the results though.
2) I was primarily thinking of reality/surreality. For their time, the stock tracks seems to me to be aiming for a realistic look with the textures, vertex colored shadows and Shininess being a good example of that. Making a realistic track in a lowpoly environment is very hard though, so that was why I asked. Who knows, perhaps you would make the textures in the a comic book style and implement a cell shader into WolfR4?
Jigebren @ Scale wrote:About scale, as I make a wide use of use te Grid when modelling, one unit in Blender gives me the roughly the height of each floor. For objects, I start with a rough size then I compare directly in re-volt against the stock car size to see if it fit.
Well, that's at least more precise than what I have been used to. How hard is it to determine the scale that Re-Volt is using? And how does scales and units even work? Does each 3D editor have its own scale or does everyone use their own? I would really like getting used to using scale myself as I believe it can be an important part of the planning before you begin the serious modelling.
Jigebren @ Polycount wrote:I try to design it with low-poly in mind, but as soons as there is spherical or soft bodies, it quickly uses up a lot of faces.
I am pleased to hear that you are aiming for a low-poly track. How well does Blender's interface work with making individual faces and "controlling" polygons like that? Have you gotten into "work-arounds" yet or is Blender offering fully "manual" editing? (Sorry if I am a bit unclear with my expressions).
To me, track making is a very interesting topic to talk about since there is so many aspects into it. I will have a closer look at your wireframe preview later and perhaps return with some questions just to warn you. Please don't be scared to reply though, skip any questions you either find annoying or hardly well thought-through. On forehand, thanks.
