I was recently denied trying to apply for Blender Market to sell Blender models of mine. I was suggested to get more Blender experience and try to do things like improve my 3D modeling techniques, practice UV mapping, try better lighting techniques, and more. I do admit I need to get better with Blender. Despite this, I am becoming less intimidated by Blender and simply need more experience trying to confidently model in Blender.
Long before this, though, I tried to develop a makeshift 3D race track to potentially make into a track for a 3D racing game. It may also be implemented into a proper game engine. Years ago, I had announced having interest in making a track for rFactor. I did not know how to try to model a track. It was something I never done before, at least trying to make a practical one that can be used in a game. So one method I tried to implement was design a small-scale model and then scale it up considerably to something close that could be implemented into a game. I began with a flat mesh plane at the regular 2x2 Blender unit size and then scale up the road by about 12 times. I then made one cube and perform loop cuts and extrusions to resemble a garage. That cube was scaled up to simulate a track with multiple garages and pit stalls. Finally, I took another cube and made it into a makeshift car. I did NOT scale this cube, though. What I did do to it was give it two spot lamps to simulate headlights. The sum of all of my work is expressed in this design study I did:
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More of my 3D modeling work
Something else I did that isn't pictured here was practice making a skydome. Because the scene was small, I made sure the skydome wasn't massive. I still feel I have to practice this more especially as I've looked at how tracks look like when using 3DSimEd. I also should make a habit of trying to set my measurements to meters for when making 3D vehicles or 3D locations. Assetto Corsa, for example, prefers you make your models measured in meters.
I am still mostly in the process of practicing techniques rather than making full-blown models. That practice even has come down to learning how official vehicles and official locations from games are made. As I exported things using 3DSimEd, I found out things like object meshes for track objects and any associated materials used. I also saw how vehicles were made. GTR2 and rFactor models seemed somewhat simple with cars and tracks. Assetto Corsa, on the other hand, is much more advanced. Everything from the chassis down to the different internals and even the frame have been modeled to pure precision for vehicles. I have not studied an Assetto Corsa track, but I did see how some of the showrooms were built.
The majority of this post seems like it could be for any specific game thread or forum, but this could apply to almost any 3D game to where I am posting my work here. Time to get back to improving my 3D skills...