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Old 11-14-2006
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multimediaman multimediaman is offline
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Join Date: May 2004
Location: Texas. In the digital abyss
Age: 26
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@silentmobius ... well, I figure there would be some sort of makrs for cars starting up that weren't doing any pace lap. I'm going to have my cars start from that sort of orientation at the start/finish line for sure. However, there actually is a drag strip in the south-east of the track, near where the start/finish straightway and the final turn come together.

The 'ugly' grass texturing is most noticeable in the second-to-last and final thumbnails I posted... it just looks too much like a solid color. Same with the road... which leads me into:

@The IC ... I'm currently reworking a lot of my textures to improve the quality of them, those would be one of them. The end result over on my end is staggering with what I've done to the road. It might not be accurate to PIR, but it sure does make it look more believable. I'll let the pictures I post in a few hours demonstrate the complete changes that have taken place... so be on the lookout to this thread

@ DrumBoPing ... This is solely a project for my own benefit, no game or anything has, or will see this. It's all just to go into my demo reel to show employers, hopefully to get me a job (which is yet another reason I'm reworking so many textures)

---___---¯¯¯---___---

Here's an update from what I was working on most of the day today... texture revamps! The overall quality has jumped to at least twice the quality it was before, just from a couple texture changes or revamps here and there.

Here's a Before shot:


and Here's an After shot, so you can tell just how much was changed, and what was changed:



Here's the rest of the images. I can finally have a higher-than-ground-level camera





Now... Maybe texture splatting isn't so bad after all... if your ground textures are 1024x1024 or larger O_O

*I hope people see this update, since I didn't bother to re-post and bump my thread


Last edited by multimediaman : 11-14-2006 at 10:26 PM.
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