Skip to content

All Comments

15181 to 15200 of 19728

Filter comments

2018
Theme Park Discussion

Personally, I enjoyed diamondback immensely more in the back than in the front.
The CP B&M rides are all better in the front though - Gatekeeper was my favorite of the bunch, Rougarou was solid, and raptor was good, but I've never been one to really enjoy inverted coasters.

View comment
2018
Theme Park Discussion

@ StevenX: yeah I did rougarou in back last month, then front right after. Back is a bit viscous. For front: the thrust/accel forces and lack of headbang make it awesome, and really let you appreciate layout; especially with the visuals the floorless style offers. It is all around far better as a floorless than it was a standup, even if some of the transitions seem a bit odd looking. The heartlines are near enough to each other anyway. I've learned to adjust my backrow mentality. Front row has been my favorite for most rides now. I just got back from KI today, too; so I have those coasters fresh on the brain. (Park was empty, rode most coasters 3-4 times, tried in different rows to see G-force/comfort differences).

View comment
2018
Theme Park Discussion

@ Kadske Rougarou was back row, can't remember with Valravn, Gatekeeper was back and second back, Raptor was back and Diamondback I was all over - I preferred the back (as I generally do). Just surprising that so many of them were a little rattly, at least at the back.

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

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.

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

Small question for the skilled 3d people here.

What's the easiest/best way to texture something with large surface areas, like a station or other scenery buildings, when using uv mapping? And while keeping the textures nice and detailed looking..

I'd like to learn a good way to texture buildings that doesn't use sketchup, lol. Cause that's how i do all my buildings at the moment, in sketchup.
And would substance painter be useful for doing buildings? I still haven't gotten round to d'loading the demo yet, hahaha. I'll get there eventually..

View comment
2018
Theme Park Discussion

@ StevenX: what rows were you riding these B&Ms in that you had bad times? Rougarou is a front row coaster, as well as diamondback. Gatekeeper's long trains and intense valleys cause the rattle. Riding GK up front is far smoother, but I have friends that still argue the back. Valravn is fun front row, on either far end. My honest least favorite of the bunch is raptor. I rode steel vengeance a few times when it was 1 train and no mcbr trimming. That was nutso-amazing.

View comment
15181 to 15200 of 19728