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#35 Drive to Live

I've been lurking on this site long enough, but I finally got up the gumption to make an account so I could post and enter a challenge and get some feedback on my work. So here I am marking my spot. I'll get together some concepts and post them up later today.

Replies

  • Byterunner
    Here are some preliminary designs. I'm going for a sci-fi rocky canyon race. Something offworld on a mining planet or something like that. The circuit goes counter-clockwise starting from the entry tunnel on the right side.
    track_01_03.jpg
    There's a "shortcut" tunnel that requires a bit more fancy driving and a jump over the normal track. In terms of track design, this one is pretty standard. I didn't want to get too carried away and with only one texture space to work with I figured I'd get the most out of doing something natural and rocks seemed to be a good way to go.
    track_01_01.jpg
    Next I'll block in the texture and start building modules.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Looks like a good start. Can't wait to see ya start filling in the details smile.gif
  • Byterunner
    I'm having a difficult time figuring out the best way to display this. Because it's such a large track I can't just take a big screenshot and have it encompass everything I'm working on. I've got a camera set up that flies through that I think I'll turn in to a movie for best display. That said, here are some updates...


    jump.jpg

    arch.jpg

    startingArea.jpg

    wireframe_01.jpg

    wireframe_02.jpg

    The textures are still preliminary, just blocking them in to get a feel for how I wanted to break up the texture space. I'm currently at 4400 tris and can probably easily get rid of a couple hundred that are poking through and will not be seen.
  • Spacey
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    Spacey polycounter lvl 18
    I hope you're planning on using those 1600 tris! I know it's still early on with the textures, but I wanted to pop these things into your head...

    Vary the track ground to contrast with the walls. We don't need anyone running straight into a wall because they couldn't tell where they were suppose to go.

    The track could use some variation overall and maybe have some kind of landmark halfway through the track. Going with a construction/mining theme you could have things like a few drilling machines digging a hole, support pillars holding up a part of the canyon, scaffolding, crystals or minerals they are digging for etc.

    The track could use more colors. Going with the mining theme, maybe have some demolition markings on the rock faces, flags, or arrows or something. You could also give the rocks a layered effect

    You could even change the lighting in some spots. Maybe in that secret tunnel area you could line the walls with a string of lights that crisscrosses a couple times (starts on one wall and crosses over the track to the other wall). It could be a little more dark with a dotted path by illumination.
  • Byterunner
    Thanks for the tips. I'm definitely going to use the 1600 tris and construction/mining equipment was what I was saving them for. Good note on the wall/ground contrast. I hadn't thought of that. Texturing is definitely where I am weaker, so it's good to hear pointers on what to be thinking of so as to improve.
  • Byterunner
    Still working on lining up textures, in particular where the wall meets the ground. After I get all those lined up and seamless I'll be going through with a destruction pass putting in scrapes and explosion residue from previous unlucky racers. I'll also be doing another detail pass on the textures themselves, in particular the metalwork.

    Current tri count: 5166

    Any suggestions?

    track_02_01.jpg
    track_02_02.jpg
    track_02_03.jpg
    track_02_04.jpg
    track_02_05.jpg
  • Byterunner
    Ouch! I just looked at my planner and realized that I will be out of town for the deadline for this contest. I'm leaving Friday and won't be back until after the contest is over. Ah well I can at least post what I have done before I leave.
  • Joao Sapiro
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    Joao Sapiro sublime tool
    it is lookngi so far very mono colour, with no point of interest in the track, pu some props or color variation frown.gif
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