Kelvin Devlog - 03


Week 2-3

This week was about modeling the first track, I picked to model the oval track because its the track that's least likely to take the longest so I factored this into the time frame while modeling it.

The modeling process of the track went very slow due to me trying different ways to achieve the same outcome the trial and error I did with the first track was  just so the process for the next tracks will go faster, after I got through the trial and error part of modeling the oval track went smoothly and no hiccups happened along the way which I'm very happy about.

When I  had finished the model and sent it to Lorne for level building and he told me that we would need to up size the wideness of the track to be able to fit most of the cars so there wont be any blockage that'll the race.

That was an easy fix all I did was grab the edges and shrink them inwards (The images attached from left to right is v1 to v2) This was an easy change to make and solved a lot of future problems.

As I finished the track we got info that when working on tracks we can not leave the path without any edge loops especially curved tracks, I quickly got back to work on that track and went though and added all the edge loops needed for it to function properly that took me mostly a week so it was very slow and time consuming, for the future I will do more research into modeling technique needed to model specific things.

Everything went good with this track even with a few hiccups here and there but all in all was happy with how it turned out.

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