View Full Version : FXWars! NEORACE!: Ryan Humphrey, Freeform
07-13-2009, 03:41 PM
So this is my first attempt of a challenge thread. I won't ask anyone to be kind because I think that defeats the whole point of this. Comments and criticisms are very welcome.
I liked the feel of the MonoRacer that Roberto Ortiz posted in the next Challenge thread, so I'm going to go with that idea, although I plan of making my own take on the concept. Add it to a swooping curved track and I think I can get a very dynamic feel going.
I've started sketching out some ideas. I think I'm going for a more circular feel to the whole vehicle. Update when I have something...
07-13-2009, 05:41 PM
So, a 20 minute photoshop sketch working out some ideas.
07-13-2009, 11:58 PM
Cool, I decided to use the monowheel idea too, though in a different design. (it can be seen in my thread) I will be interested in what you come up with.
Cheers and God bless.
07-14-2009, 05:15 PM
So, had some time yesterday and a few hours this morning and banged out what I think is pretty close to the final version of my car. Saved some of the process shots along the way.
I was expecting this to take more time, but the final design ended up being basically a bunch of primitives booleaned (Booleand? Booleanized? How do you put 'boolean' in the past tense?) together. I think the spoiler at the back and the shape of the driver capsule each took more time than everything else. Ended up repeating the same set of curves throughout the design and I think it ended up with a decently cohesive feel.
The whole thing is just a little over 4.5 meters from the bottom to the top of the wheel. That puts the driver capsule at right about 2m long and just over 1m tall/wide. This is (very roughly) in line with what I could find out about F1/NASCAR cockpits.
For the texture I am using a multi-layer car-paint style material using bitmaps to define coloured areas. Took the colour scheme off a random race car I found through google image search. Since the material is being mostly driven by a single map it will be very easy to make new colour schemes so I can have a bunch of different cars whipping around the track. Seeing as the model is basically flat on the sides and circular in the middle it took no time to get a decent UV Map off it. A couple planar and cylindrical projections later with a later little time in Illustrator...
07-20-2009, 05:54 PM
So, did some work on the track over the weekend. It's basically a straightforward loft with some tweaks to provide for the curves and banks. I found that getting the skid-mark texture feeling right was the biggest factor by far in making it feel like a race track. So, note to anyone else working on their textures, get some F1/NASCAR skid mark references. I'm not a huge race fan so I'd never really considered it before, but all the references I could find were covered with burned rubber.
Also, while my natural inclination is to dirty it up some more, all the race footage I could find has the tracks clean and clear. Seems that professional drivers value well maintained tracks free of obstacles. Who could have guessed? I'm trying for something that feels like a natural progression of current race (assuming everyone decided to switch to giant monowheels of course) so I don't want to create too many 'fake' details just for the sake of visual interest. I think I'll revisit the issue once I have the stands and other outside details blocked in. It might be that once the context is in place the track won't feel like it needs extraneous details of its own. Anyone have thoughts on this?
Since the track itself is mostly a lofted path, it wasn't much more work to make a whole track instead of just a tiny section. I'm going to focus my attention on detailing a small chunk of that, but I think having a larger track might come in handy when i set up my shots.
Woha, you have come a long way fast. I'm impressed about your race track. it looks really good and enormous.
If I may give you a little critique I would say that you should watch the inside of the turns. it looks like the asphalt or track surface is going down in each turn, and I think that would give a big bump when someone is driving there.
But otherwise it looks great, looking forward to see more...
07-20-2009, 06:25 PM
Wow. Stuff is happening. It looks nice. I just realised what a great challenge this really is. I'm excited to see what people comes up with :)
07-21-2009, 03:41 AM
Thanks for the critique johs. You were right that I had the inside corners of the curves dropping downwards. Once you had pointed it out it was bugging me, so I took a few minutes and tweaked my shapes. I am beyond happy with my decision to make the track/scenery with lofted shapes. Small changes like this would be a nightmare otherwise.
07-21-2009, 11:04 AM
uhhhh!! great progress!
random thought that popped into my head:
If they are racing mono-wheels in tight curves like that, wouldn't it make sense to have concave road in the corners? Right now they are planar but anyways it probably will not even matter in the end :D
07-25-2009, 04:44 AM
So, minor update. I've only had a couple hours to put into this over the week. Hoping to get some time this weekend. Mostly been messing about with the stands. I'll be adding floating screens and advertising and such as well. That should be all the 'set dressing' this needs. Then it's just getting down to the animation.
07-25-2009, 03:45 PM
Great track. I looks big and insane :)
07-26-2009, 10:06 PM
wow..that looks HUGE!...coming along gr8, nd to think u've still got a month left, wonder wat u'll do in that!..updates pls!:)
08-12-2009, 06:12 PM
Hey buddy, long time no see/hear, hope life is well in Edmonton and all. Good luck with the challenge, looks pretty good so far!
08-24-2009, 02:22 PM
The plug will go live on Saturday Morning!
Until then I am NOT looking.
When done Post here:
FXWARS NEO RACE: Post your final Entry! (http://forums.cgsociety.org/showthread.php?f=139&t=798450)
08-24-2009, 02:22 PM
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