Sorry it’s been a while but High Point took a lot longer than I thought. I’ts pretty much done and at some point I’ll be releasing a video comparison of my old and new version. But for now, I fancied somthing to take my mind off how badly I built High Point V1..
So, here are some raw laps around Thunder Valley. Sorry it looks like YouTube has turned my video into a potato, not sure what’s going on there but will see if I can get better quality going forward.
Here we go again, another run at High Point. I haven’t played this track in a long time but I’m at round 5 now of heightmap and textures so I load it up to take a look at what we have, and all I can say is I’m disappointed.
It’s probably as 1:1 as it gets, but it’s too small. The jump faces are too tight, the roughness is too intermittent, the track edges come and go, I could go on. I’m not even overjoyed with the textures.
I’m looking forward to posting a trackwalk on High Point when I’ve rebuilt it. The only thing I’m happy about is I already have the track folder, masks, and some good geographical data in the heightmap so I don’t have to go through the setup process and mapping off track.
WW Ranch heightmap and textures are complete! I feel like I am on a roll now.. I only have 3 more heightmaps to create – Spring Creek, Budds Creek and Wshougal. The rest (Red Bud, Unadilla and Ironman) I have previous versions that will be brought up to current quality and have updates where elevation was slightly out and quality needs improving and in the case of Ironman the new layout needs finishing.
I’m excited to do Budds and Washougal as we have had these in game in stock form (Maryland and Washington) for a long time now and I’m curious to see how my versions will stack up.
Sorry to anyone who was looking forward to seeing more in the way of track development like texturing and maybe more heightmap work. I recorded some footage and had some problems – I’ve recently switched from an old version of Premiere to Davinci Resolve and I think all teething issues are resolved. I’ll make sure the next track I do from scratch I will record some texturing techniques and other development bits.
Anyway for now enjoy this one! WW rides really well although this video a lot of the berms and inside lines are blown out as I don’t tend to reset the deform during development if I can help it. Some purposefully ridden pre made deform will be included but it will be lighter than this.
I recently asked on Discord if people would rather see plain trackwalks of finished heightmaps and tracks, track making videos or Blender videos. It seems like most people want to see track making which is good by me.
Here’s the first one. Please let me know if there’s anything I can do to improve how I show my track making progress, or if there’s anything specific you guys want to see. Check out the latest video where I start working on berms, inside and outside ruts and do a bit of general updating of the heightmap. Hopefully this helps you guys get an idea of the effort that goes into making these tracks and maybe some of you can pick up a few techniques along the way.
Coming next I’ll show a video on how I texture WW Ranch, although I already have a bunch of pre made textures ready to go for this pack so it might not explain a huge amount, I hope the technique could at least be useful and if nothing else it shows the work going into these tracks.
Also, I made a new intro. I’m pretty happy with the video format so far but will mix it up from time to time.
Just a quick vid today. Earlier on I was building berms and ruts and came to this split section. I had so much fun riding it and pushing the limits of grip I thought I’d share one of my better runs through it!
Something a bit different this time. I thought I’d share what WW Ranch 2020 looks like at different stages of development. Right now it’s a very early build but I will also record some laps when it’s a bit further along and when I have textures done.
In the following video you will see how it looks when the jumps and rollers are being placed. Luckily with WW there is no real elevation so starting with a flat heightmap was like getting a head start. The jumps might change, this is really a first draft – But I do like how it rides. I’m lucky enough to have had enough experience building jumps in L3DT that I was able to do 4 or 5 jumps and sections in a row to find they rode exactly as I’d imagined they would when building them.
Check out the video below to get a glimpse of what goes into developing assets for the AMA pack. I’m doing all the work myself which means things are going to take longer than if I was working with a team or using pre made purchased assets. I hope this means that in the end the entire series is going to look perfect. My plan is that each track will have the same world quality so this crane is designed to be both low poly for good performance, but also the look is consistent with the other vehicles I’ve made. I will also be adding normal maps before getting it in game so may return for a part 2 video at some point.
We didn’t get a Southwick in 2020 unfortunately (definitely one of my favourite rounds) so the only thing I can base it off is what we were most likely going to get. Well it doesn’t change much often except for when it was reversed.. One change is going to be the pro version gets the grandstand thing by the mound next to the start funnel where the practice version (in the video) has the standard Southwick hut.
This track feels amazing to ride. The pre set deformation is just enough to give it a real sandy feel, the rollers are wavey and there are quite a few multiple line choices.
I’m very happy with the environment on Southwick. The trees have been reworked and look fantastic, the off track area took a lot of work but I’ve tried to be true to the track itself so you even have the American Legion Post 338 building re created in what I’d call enough detail. There are a lot of very bespoke objects on tracks like Southwick which can make the object side of things a very lengthy process (especially when you can’t find good reference pictures) but it’s also one of the most enjoyable things for me as a track maker to get stuck into.
First off, happy new year! I don’t see how 2021 can be worse than 2020. Here’s to a good one for you all.
I spent some time this morning setting up a template for track previews so you guys can check out how the tracks are riding. So far I’ve recorded on Fox, Southwick and Hangtown and will upload the others shortly. For now though, check out Fox Raceway 2020 Pro & Vet tracks in the preview video below.
Disclaimer though, the vet track is just for fun – I had no intention of making it initially but couldn’t really leave it out especially as it’s a big part of the track map area. It’s not perfect, it’s not meant to be, it’s an easter egg more than anything.
The textures are nearly there, the track background is done, the heightmap rides really nicely (need to add a couple of inside lines) but on the whole I’m really happy with it. One thing that is NOT done is the 3d grass. It is at an experimental stage in this video so please don’t tell me how bad it looks I’m well aware! I’m debating using more object based foliage rather than relying on the resource hungry 3d grass for the big desert bushes.
I normally ride a CRF450r or a YZ250f when testing and track building (although I eventually test on all bikes) but for fun laps I can’t get enough of the 2017 YZ250. It’s not the best model but something about riding it in first person ticks all the boxes for me especially with Beyers sounds. Enjoy!