Navigation

Saturday, June 23, 2018

Playing with PSX Textures

"Can I make something like that, but... in a different shape?" (Image: RR-Ken site)

A couple of important updates before going with the topic: first of all, Eid Mubarak to the Muslim readers, after observing a month of Ramadan! During the month, I know I've done a lot of things within that timespan including the revisions of my final paper. Beyond that, I've been doing a lot of things that I should made the blog post of but I'll see whether I can take the opportunity or not, but it should be possible. To give you a hint, I have done a couple of games and I might try either covering the game or something more interesting than that, trying to make a creation from those games for example.

Tuesday, June 12, 2018

Every 3D Car Making Attempt, Ever

Choose your fighter!

A long time ago, it was actually started as a project to fill up my own inventory for use with Mike Nike's TSR Replayer tool which would allow custom 3D models to be used in the tool. This TSR Replayer tool would turn a Turbo Sliders Recording file into a 3D experience, as the past videos showed during the last F1 World Championship season. This of course motivated me to make my own models, but after a while, I realized that it's really fun. I mean, real fun, something so fun, you'd learn things off of video tutorials and do things with the blueprints you've saved, which has been what I did recently.

With the little to no signs of activity in my top down racing game communities, I have decided to immerse myself in Blender car making with one goal in mind: low-poly cars, considering that I'm still a beginner and, as a big bonus, they can come handy as game assets for making my own game, top down racing games especially. That said, I've started at bottom first: the basic low poly car video tutorial which gave me a car with a cartoon-esque shape, but I put my own spin at the end. The next couple of tries were a series of tests to "make it right" with a couple of car types, and ultimately harnessing the next-level texturing which would give even a low poly model an edge and a classic feel, just like in classic video games.