Track Progression Preview Video: Southwick

Southwick 2020!

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.

Remember Southwick is SUPPOSED to be rough!

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Track Progression Preview Video: Fox Raceway

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!

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Track Progression: Fox Raceway & Progress Tracker!

Hey all,

I’ve not posted recently as I’ve just been getting on with it in my spare time. Good news is the heightmap and real world background are complete for Hangtown, textures are 90% done and I’ve moved on to Fox Raceway. My plan is to get heightmaps, textures and background ready for all tracks before moving on to objects as I think this will give a much more consistent look and quality.

Be sure to head over to the projects page to check out my new Progress Tracker. This shows what percentage each track is to completion.

Fox Raceway development is in full swing. The heightmap has had to be 4097 x 2049 as Fox has a more rectangular shape overall and the pit area extends behind the start gate. So far, all the jumps, walls, rollers, berms and inside lines are complete. The next phase of heightmap work will be track edges and then it will be off track and pit environment then it will be time to texture.

I’ve been meaning to record a lap on Hangtown. I’ll get that done for the next update and hopefully by then I might have something to show from Fox too. For now, here’s where I’m at:

The track rides great. I have too many favourite sections to choose just one. It always amazes me how you don’t think something will work in game because it’s a game, but when you get in to test it rides just like it looks like it should from GoPro and Moto footage.

I had a lot of trouble figuring out the layout for 2020 since it changed from both 2019 AND the MX VS ATV Trackmap (that thing was useless). It also doesn’t help that other references for 2020 weren’t available – So when I get super stuck I have to refer to other games but this one was tough since as far as I can tell, there is no 2020 version of Fox in any game yet.

I actually recently bought MX VS ATV All Out and got the Pro Motocross DLC so I can go off track and check out some of the stuff they might have been able to map out in person. This will be helpful going forward especially when I move on to objects, and although they’ve done a great job with their replica tracks they’re still far from perfect so I’ll only be using them to reference off track and environment.

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Track Progression: Hangtown Classic

Had to start somewhere so why not with Round 1 of the scheduled series. Hangtown Classic.

Since we didn’t ever get a Hangtown in 2020, I’m doing mostly 2019 with a couple of changes. I found a couple of GoPro’s and pictures of the track from 2020 and it looks like a few thing might have changed for 2020 if it had gone ahead. It looks like it’s straight down from Big Moe again rather than running back on itself and I prefer this as it’s more direct, faster, no awkward wall, so that’s what I’ve gone with.

Take a look below to see a comparison between Google Earth and L3DT, to demonstrate the level of accuracy I’m going for here. And it rides great too.

There aren’t going to be many other differences between 2019 and my 2020 version. The heightmap has been pretty much finished with exception of some clean ups, maybe a few inside lines and some roughness. Next step will be textures for which I’ll be overhauling what I’ve done in the past, and will be trying to knock up a good set of textures, normals and shades to use going forward.

Make sure you subscribe here or tick the icon on discord to get updates. Hopefully next post I’ll be posting a lap of the track and then some texture bits.

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Asset Progression 4: Track Markers & Inflatables

These are some I’ve been sitting on for a while. I wanted a really good quality track marker and X-Mod model to use (Or as you probably know it the Spongebob).

The spongebob is probably a slightly higher tri count than I would have liked, but It was really important to me that it looked good, as a plain square Spongebob with painted on holes is not good enough!

The X-Mod is going to look great with normal and spec maps as it should give it a lot more texture, and make the moulded Acerbis logo really pop.

I thought while I was at it, the acerbis catalogue also had feather flags which I figured I’d make too. It’s amazing how many times you see these things but never think of moddeling them for tracks. They’re everywhere and I already have a ton of choice in texture and it’s easy to make more as I have a template for all my objects.

Also, I’ve been watching litteraly tons of GoPro, TV broadcast and independant footage of the 2019 & 2020 AMA series. I still have a few more to make but here are some inflatables that are finished.

Disclaimer though: I WILL NOT be making the Geico inflatable. 2 Reasons and I’m sure if you’re reading this you already know. 1. Geico Honda is done so the model won’t be reusable next year, and 2. It’s a bloody complex model 😀

Any track side objects you guys would like to see? Any specific inflatables, flags, shops, fast food vendors, trucks, Let me know in the comments below or in the forum topic and I’ll add it if it’s reasonable!

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Asset Progression 3: Race Trucks

Who doesn’t love a race team truck? I’m doing at a bare minimum all the factory team race trucks which are pretty much complete.

I’m sticking to the theme of low poly high performance good looking. This truck is based off the Volvo that is commonly used. I know it’s not the only truck used but it’s close enough to support every one without me having to make more than one base texture and model shape. I spent a long time watching lots of The Weege Show pre and post race pit walk discussions to get as many angles on the 2020 trucks as possible. This way, everything you see is 95% correct for the year. This is the level of recreation I am attempting to bring to MX-Bikes, although some of the trucks have lots of small sponsor logos which I didn’t recreate as they would have looked terrible due to resolution. For this, I took the main ones and made them larger to ensure they still looked good.

This truck model and all the different race team textures will look even better with normal, spec and reflection maps but I probably won’t get to that until I start importing the objects into EDF’s.

Each race tracks pit area will contain factory team trucks along with smaller vehicles, tents and other objects. Practice versions will most likely have smaller vehicles and tents, similar to my current version of Ironman.

    

As you can see from the wireframe the truck itself is a very simple model. The normal map will help the details pop out and the reflection map will give the trucks the realistic reflective look they need to look right.

Some trucks such as the Alpinestars Medical Unit truck have a different bulkhead in the back as you can see, it has a slightly protruded shape. This was easily adjusted from the stock model without needing to make a new back, and uses the same texture map.

     

The feather flag model will be usable elsewhere and was actually made earlier on, but since lots of teams use them I’ve included them as part of a few of the truck models.

      

I think I only have one left to do, as for factory teams anyway. I’ve already added the Alpinestars Medical Unit (A must have!) and a Dunlop truck. I will also be adding a Pirelli truck and possibly a couple of others depending on how much of this stuff will actually be visible from the track. Next job for vehicles will be crowd area shops, fast food vendor trucks and small vehicles like pickups and campers and these will most likely be updated from the Ironman vehicles.

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Asset Progression 2: Track Vehicles

Hey all.

Thanks so much to everyone who as so far shared this site and signed up for updates. I really appreciate it!

Partly, the reason I want people to share this stuff is so people don’t work on something that I’m eventually going to release. Don’t get me wrong – People can make whatever they want, but who knows someone might be about to start their own version of WW Ranch tomorrow and they might skip it and make something else if they knew it was being worked on.

So, still making assets. I thought I’d share a few screenshots of some vehicles you see at most tracks in one place or another. These are the same as the Polaris, and will be the same throughout – where the tri count is kept as minimal as possible while still making the model look good.

I haven’t made normal maps for these objects yet – I tend to do that as I start importing them into FBX format probably because that’s when I set up the shader files. I will be posting about normal maps once I’ve done them.

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Asset Progression 1: Polaris Ranger

Hi all, welcome to my first development post. I’m planning on posting about a few different things but for the most part it will all revolve around track development for those of you who are interested. Currently working on assets for my upcoming 2020 AMA series DLC. I want to add as much authenticity to this series as possible and this is just one of the vehicles I’ve made.You see these regularly parked around American MX tracks in harder to walk to spots (like the top of Mt. Martin for example).. I’m doing my best to keep the number of tri’s down while maintaining a certain level of quality. I want these tracks to perform just as good as they look.  

Keep an eye out for further updates. I’m working on these tracks all the time and already have a ton of assets made. I’ll be showcasing the ones that I think are worthwhile and I’ll also be posting about models in progress.

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