I wanted to try doing low-spec pixel art to downsize my 3D art efforts. I never exceled at making realistic 3D; or at least, 3D art that can be seen as "acceptable" to most people. I figure my calling is to try to design 3D art and textures with my own identity. Because I am someone who is about bare essentials instead of making something overly flashy and beautiful, I am slowly moving towards downsizing my work.
What I did recently was design a race track inspired by an Adobe Flash game called "Moja Grand Prix." This game used some very low-spec graphics and textures for design of these 3D tracks. The game had some pseudo 3d sprites (nowadays "billboards") and some basic 3D with the walls, signs, overlays, and grandstands. The point was to design low-spec graphics for a model. A quick map I designed in about 10-20 minutes is what you see below:
^ Source:
My X/Twitter ( @johnbmarine )
While this is not going to win any awards for most beautiful track, it is certainly a better effort than a lot of low-quality models I've seen on certain 3D retailers like Turbosquid. If I were to test it, I'd use my vehicle controllers in Unity3D or program these tracks into Assetto Corsa. I actually intend on making these track models available for games and game engines. I prefer doing mostly original courses. I feel like I wouldn't do real locations justice or respect if I were to 3d model real-world places. So to limit would-be damage, I'm doing my own thing.
One of my inspirations is to design low-spec material as if Mode 7 games were given a more 3D facelift. While not making things hyper-realistic or photo-realistic, I am somewhat trying to balance old-style 3D with a few modern tricks while keeping everything fairly classic. I'm even studying Super Nintendo and Game Boy Advance games that use 3D style modeling for its environments. These will not be impressive 3D models and maps, but I feel I can make low-spec cool. That is even if I want fancy pants, modern, simulation racing games to take advantage of my work. I'm actually serious on making low-spec cool for racing games of the arcade, "simcade," and pure sim variety. If we have (for example) a LEGO race track and Mario Kart series tracks for Assetto Corsa, I can make my own low-spec and low-resolution work to be just as cool as the fancy stuff.
I used a texture atlas for this sample run rather than separate textures. I had to learn how to re-map UV mapping when using the Spin tool. The Spin tool is the most effective way to model curves for race tracks. I once made a practice race track for Assetto Corsa that had elevation changes. I found it was best to bevel the top and bottom of elevation changes to ensure smooth movement when going uphill or downhill. Adding about five segments of beveling spread decently enough will make elevation changes not as sloppy (unless you want sloppy elevation changes). A texture atlas can be effective if you're trying not to have so many smaller images for textures. I seen some of the older mod tracks I had for old Sports Car GT (and a few vehicle mods for SCGT as well) used texture atlases instead of individual bitmaps for textures. However, it can be a bit messy to designate certain faces to one specific part of the texture in a texture atlas.
My original idea was to use a large texture of 1024x1024 or 2048x2048 to design the track, and then subdivide the Image as Plane down to 16x16 tiles. I then would refine the geometry to include 3D models and elevation changes. It was a cool idea, but I feel it would be rather tedious. So I went with a different method. This method was a variation of trying to make Mode 7-style maps to have greater 3D depth. The idea of using a completed race track texture map was inspired by the likes of Super Mario Kart, Wacky Wheels, Skunny Kart, and even the original Turbo Sliders.
Thanks for reading my breakdown of my latest 3D work. Keep on modelin'!