Hi everyone, I have been browsing the forum for a while but haven't interacted much until now. I'll be graduating college soon so I'm trying to pump out some nice stuff for my upcoming demo reel. I've jumped onto a guy's project I came across on the internet -- he recently began coding a kart racing game in DirectX and I've wanted to do something like that for a while, so my roommate and I are doing the 3D assets. I'm hoping I can get some input in texturing, as I am not sure how to set all this stuff up. First off, here are some progress shots of the first track and kart:
Since we're not using using a pre-made engine, just DirectX, some of the nicer features these days like texture blending may not be doable. We are going for a cartoony style anyways so I'm fine with hand-painting the transitions between dirt and grass, etc. The issue I've run into for now is how to unwrap the track path. The path texture tiles vertically, but how would I unwrap it to use that? In 3ds's Unwrap UVW, I tried doing a Spline unwrap as I have a spline running along the path, and that ALMOST worked perfectly. The issue was the cage kept twisting upside down so the areas between that are warped.
Any help is appreciated. I am just not sure how to texture large terrains without vertex painting and stuff. Hopefully we can get that working after all. We're going for a cutesy cartoony style so anyone with some specific advice in that direction would be great.
As for the actual game, the basic driving and lap-counting is built. Handling needs a lot of work but it's at least very easy to get the stuff from my max files into the game. Dunno when I can hand out a release but I'll post it when I can.
Replies
I seen this somewhere, try it and u will see!
Still hoping the guy coding says we can blend textures after all. Just don't see hand-painted transitions working in some areas.
reference pic
quick model sheet
have a turbo smooth on everything but the hat to see how they'll subdivide
I was hoping to try doing this character in Zbrush from the start, but I just haven't used Zbrush enough to do it. Just gonna import the base mesh like I'm used to doing. Getting the cartoony face accurate in Zbrush would probably be a huge pain anyways.