Skip to content

All Comments

15161 to 15180 of 19728

Filter comments

2019
Theme Park Discussion

SFMM is rumored to be getting a Mack launcher to go in the Cyclone Bay area of the park. In a video touring the Mack facility, they talked about track that was being made for a "$20 Million" coaster in California. There really is only one park that makes sense for so it looks like MM will be joining Carowinds with another Mack in 2019. The theme is rumored to be Desert Racing, so maybe well get a dual launcher that has racing aspects. I am just hoping that its not a spinner.

View comment
2018
Theme Park Discussion

B&M Inverts are really strange. They are very hit or miss I feel like. It seems like the oversized ones, maybe minus Banshee, like Alpengeist, Montu, and Katun look really great. But, for the midsized ones, they are not at all comparable. Afterburn and Raptor are amazing, but I think that Silver Bullet and Patriot are super lame. I just think as the Inverted coaster has evolved, it has really fit into the good or bad category pretty clearly. It's sad cause it is one of the best kind of riding experiences...

Man I miss Dragon's Challenge/Dueling Dragons.

View comment
Chicken's Construction Thread - Vecoma Mega Coaster
NoLimits Coaster

Whats up, NLC.
After taking a long break from No Limits because of school, I finally found some motivation to create some new coasters. One of these is a Vecoma mega coaster which is mainly inspired by rides such as Lech coaster and the Skydash model. I do not have a name for the ride yet, but as visible from the imgur album below I have finished the layout (with the exception of the very end which I am still tweaking a bit) and started on the supports.

https://imgur.com/gallery/FsrcWbz
Feedback is appreciated!

View comment
Thorpe Park Recreation - Raging Coasters
NoLimits Coaster

Welcome

Hi, I've recently started work on a Thorpe Park recreation in No limits 2. I'm starting with Stealth, which i hope to finish by the end of this year, before work on more complex rides such as Nemesis inferno and Swarm. I will try to post regular updates as things change and will answer any questions you may have about this project.


Stealth update #1

The basic layout is complete...


View comment
The Official 3D Modeling Thread (Ask, Showcase, etc.)
Imagineers

More game related than just 3D, but lately I've succeeded in my dreams of being an Environmental Artist, and have been given a nice role in the game "Hide or Die" to both create props/assets as well as full on level design. One of my latest creations is a level I dub "Gothic" that features an underground catacombs, mausoleums, cemeteries with a nice cathedral to serve as a weenie to the whole level.

Some parts, like the cathedral, the mausoleums area and the catacombs are 100% created by me, while other parts of the level are littered with props and assets that I have access to via project files. This is one of the first big creations of mine since I made the jump into the gaming industry. Would love to hear what some of you think!

If you're interested in the actual game, you can visit our steam page or pre-order the game + beta on our website, it's a 16 player asymmetrical horror game much like Dead By Daylight, Friday the 13th, and many others.

Steam: https://store.steampowered.com/app/731620/Hide_Or_Die/
Website: https://www.vecfour.digital/store

View comment
The Official 3D Modeling Thread (Ask, Showcase, etc.)
Imagineers

^^ Nice job, i like that.

bestdani posted on June 30th, 2018

As so often there's no perfect one fits all solution but the probably most frequently used approach is using some modular pieces that are assembled to a large building, combined with some clever texture sheet design and UV placement as well as some material shader "magic" to blend two textures for example controlled by a third texture or things like vertex color.

And additionally maybe some tricks to recolor the same texture inside the game engine (NL2).

You can find some good examples online how this is often done like these:
https://polycount.com/discussion/144838/ue4-modular-building-set-breakdown
http://wiki.polycount.com/wiki/File:Modular_MountBladeMod_01.jpg
There are also many free and paid tutorials about this available.

The full workflow like this is done in the unreal engine for example where one can also place things like decals or change vertex colors inside the game environment is not fully possible with NL2 but you can use many of these techniques.

When I do this I use substance painter to help me but I'm actually rather abusing it, actually substance designer might be more helpful for it. I also combined this with some baked ID maps and some normal maps from high poly objects that I baked with blender. Such a building is usually not one single object that can be just painted on, which is what substance painter is actually strong in, but I paint the individual pieces with it.

Actually that's not so far away from what I saw had been done by many in sketchup, but you rather try to use some larger texture sheets instead of using many different textures for example which should have a positive impact on the final performance and overlay for example a second UV map or vertex colors to vary the result in NL2 and get rid of the obvious tiling effect.

Thanks Dani. I'll have a look into some of that info.

I have a general idea of how to uv bigger buildings, but it's probably not the most efficient way to do it. And i didn't want to end up doing massive texture maps to prevent a loss of detail or quality. And knowing my luck, if i tried the modular approach, i'd end up with textures that don't line up properly, lol.

View comment
15161 to 15180 of 19728