The corner piece was about two mornings work really. Was basically finished after one morning, but I had to completetely remake the trackbed as I forgot to increase the spacing between the tracks for the corner. There's an easy way to UV map corners like this. You just need to properly texture a small segment of the corner, then duplicate this round the full corner. It get's way more tedious when the segments are non-uniform though. The bit where the wood planking gets wider than narrower is not a repeating pattern, so you have to rotate an orthographic camera round the corner, "projecting from view" the uv map for each segment. Then you have to manipulate the projected uv map, so the planks at the segment edges line up with each other. I can remember watching the development of penguinville way before I could model anything. So yes, this is definitely inspired from it, and is the latest in many attempts of mine to make a city map. Thankfully my quality is getting better, but there's still a lot of room for improvement. (I should really bake some AO, make some LOD meshes, but it's all a bit tedious.) Thanks for the nice comments though guys.
a new monster in creation! Quad turbo setup on a 6 in line engine and also a new wheel. Leonard Pismo this time.
Congratulations! Wonderful cars aren't they? I'm actually an active member of an 86/BRZ owner's club so I have plenty of knowledge and reference for both models. Thanks for the offer though Has the modding bug bitten yet? Soon you'll be on the hunt for 86 GTS LED+HID headlights and Valenti SG's. It'll only get worse for your wallet from that point...
There's a technique I use for cornered curbs called 'follow active quads.' It still requires some adjusting in the UV/Image Editor (you are using Blender, aren't you?), but it gets some good results when you need each section to continue the UV coordinates from the last. Also, if you're trying to build Chi-town, be warned that the AI gets mighty confused when you set up segments on multi-level streets. Believe me, I've tried.
Yeah, blender - I tend to share the texture space when I UV map the main texture, so this allowed me to texture this huge corner piece with only 2 1024x1024 textures. Of course, this is in many ways a lazy approach to texturing, as you need to use a 2nd uv map for ambient occlusion, and I assume it would create issues If you wanted to normal map aswell. Really the best solution would be to fully texture modular sections with AO and normal maps, then duplicate these properly textured pieces to create the complete model. I think is maybe the technique donoteat uses but I'm not sure what he does these days. Anyway, I think it's fair to say that it would be a waste of texture space to map a 34x34m surface into one texture, as you'd need a huge texture to get a reasonable resolution.
Here's a peak at what I've been working on : a new maze which also test your mental calculation skills If you calculate every equation you'll get the distance from there to the exit, the challenge here is to make every calculation at each intersection to take the shortest path to the exit ! You wouldn't believe the time it took to create every equation...
Today I made a "bridge" section for the el tracks so they can be suitably supported as they cross over a 4 lane street. I also made minor improvements to the other pieces, and added some horizontal traffic lights to use under the el tracks. The next progress update might not be for a while, as the next thing to make is a station or the train itself!
Are you actually going to release those as mods... if you do and properly Jbeam it I think you might need to slightly stiffen and strengthen the front suspension on the pigeon just a bit.
And add counterwheights on the back. Seriously, what the actual he... Oh, it's called "contributing post".