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Post by heatadvisory on Jul 16, 2015 20:07:49 GMT
Hey everyone, I'm getting close to making a demo of the pod racer game. Can anyone give me some advice on modeling desert tracks? I'd like to get good texture and realism while being low poly like in this video.
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Post by NicusorN5 on Jul 16, 2015 20:10:57 GMT
Look here
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Post by heatadvisory on Jul 16, 2015 20:13:34 GMT
Thanks, I know how to do that, I just meant cliff formations and canyons, and good texturing on ground.
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Post by NicusorN5 on Jul 16, 2015 20:22:04 GMT
Also use the "Soften Edges " feature of SketchUp .
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Post by NicusorN5 on Jul 16, 2015 20:24:52 GMT
For clff formations and canyons i would use: - Push tool
- Move Tool
- Line Drawing tool
- Again Sandbox tools
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Post by F1Andre on Jul 16, 2015 20:53:57 GMT
I started with 3DS MAX today and to make rock formations is a really quick process. As for sketchup I am not totally sure. You have 2 options if you don't want to install external plugins.
Method 1: Create a sphere from the Draw-> 3dShapes-> sphere and select a radius that you desire and amount of segments. Then you can scale the group(sphere) to the aproximite shape of the cliff or rock formation. Now using the sandbox tools, use the smoove tool to adjust the geometry of the sphere(not that you must select show hidden geometry from the view tab at the top) and set the radius to make more precise adjustments. You can also use the standard move tool(Note that before using the smoove or move tool you must first explode the sphere) to move each line and point of the sphere.
Method 2: Download a rock formation that looks similar to what you want fro the 3D Warehouse and edit the rock with the above mentioned ways.
Hope it helps.
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Post by F1Andre on Jul 16, 2015 21:01:03 GMT
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Post by heatadvisory on Jul 16, 2015 22:33:55 GMT
Do you have any ideas on texturing terrain?
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Post by F1Andre on Jul 17, 2015 6:18:17 GMT
Depends on what you are looking for. You can find a terrain texture or rock one and wrap it around the object with UV wrapping. I might help but you must be more specific when you say terrain.
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Post by heatadvisory on Jul 17, 2015 16:57:23 GMT
More specifically, a canyon with cliffs on both sides. I'm playing around with UV mapping using lithunwrap, I also have a version of photoshop which paints 3d models, but i cant figure out how. I would guess I use RGB Texture shader? for 2 textures on ground. Anyone know how that works?
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Post by n_iron on Jul 18, 2015 5:49:36 GMT
Hi Heat that terrain is complex. I would start with the ground first build your track then put in the cliffs and mountains as separate objects.
If you you use sketchup there was a race track tutorial I think on old rad forum. To create the cliffs the best way is to do that with a height map.
I have just upgraded Shader Map Pro and I see it has height map capabilities, but I haven't done any thing with it yet. From what I have seen it uses a image to construct a height map. T2 terrain editor would then turn it into a mesh.
n_iron
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Post by Thunder on Jul 18, 2015 11:28:11 GMT
About the textures you can use Texture -> Projected, then pick the projected texture color and paint it all.
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Post by F1Andre on Jul 18, 2015 11:34:25 GMT
Don't use bump mapping, it is designed for much smaller things like gravel or maybe a half meter rock. You unfortunately have to model such big structures.
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Post by devilologist on Jul 18, 2015 12:17:50 GMT
What i think is that bump mapping is used for big stuff, cause it would be really weird to use normal mapping for every small thing but not the terrain, you should try normal mapping with a combination of height maps and gloss maps or even specular maps., i have seen people who use bump mapping to make beautiful terrains.
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Post by F1Andre on Jul 18, 2015 13:57:15 GMT
Height maps would be perfect, I don't know if Rad supports height mapping on meshes. Gamedev would be able to give you a definite answer. However, height maps are very performance-expensive. This might pose a problem since Rad isn't very good at running complicated scenes. Only way to know is by testing.
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Post by Deleted on Jul 18, 2015 14:17:46 GMT
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Post by heatadvisory on Jul 18, 2015 16:49:59 GMT
Well, here is a small piece of land that I UV mapped and edited texture in Photoshop. I guess I would then model some cliffs on the walls of the canyon?
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Post by Deleted on Jul 18, 2015 16:58:00 GMT
looks great,, for normal maps and height maps i use njob, you should give it a try
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Post by n_iron on Jul 18, 2015 23:49:52 GMT
Hi heat that looks great but for one thing the grain in the rock in the foreground looks vertival but the grain in the back ground is horizontal. You should keep them the same as in nature.
3drad does not support height maps these are used by a program to shape mesh. Gamedeveloper suggested njob (never heard of it before but worth a look).
Height maps can be created from an image of a cliff I use Shader Map Pro. I will post an example soon. When height map is done I import it into T2 it is old and free it does have its limits but it does the job. I'm sure there must be others out there. Back to height mapping, when imported you import textures for the river bead, sandy rock, grass for river bank etc. so it can create the surface texture and the mesh. The resulting mesh should be deformed the shape of the height map. The texture should have combined all the other textures for one final large ground texture.
Height maps are black and white with shades of grey. Black is the lowest point in the map where white is the highest. Grey is the graduation of shape, for example black might represent the riverbed and mid grey might represent the river bank the graduation would be from black to mid grey, a bit lighter grey the ground higher and white the top of a mountain. A program like T2 reads these gradual changes in color as variations in elevation of mesh.
Hope everyone understands what I am going on about here
n_iron
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Post by heatadvisory on Jul 19, 2015 0:39:42 GMT
Are you saying it makes a heightmap from a photograph of a cliff? Which you then change the height-map to 3d model?
Does T2 editor also texture the model?
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