Search Unity

Mugello Circuit Race Track - WIP

Discussion in 'Made With Unity' started by sipon, Aug 25, 2011.

  1. sipon

    sipon

    Joined:
    Feb 8, 2009
    Posts:
    143
    Hi,

    here's some screenshot of my Mugello Circuit.
    based on GE kml and elevation from GPS data.





    i've got a question about physics cars
    i've read on GTR modding forum that road polygon must be sized so each physic tire is on a unique polygon.
    is it true with unity physic car also ? ( or UnityCar ?)
    panels in turn are 2 meter long, so it must be good. for straight line they are 5 meter to use less polygon. does i have put all at 2 m ?
    tks
     
  2. omgitsalexl

    omgitsalexl

    Joined:
    Jun 20, 2011
    Posts:
    70
    Looks good so far, though maybe add a bit of detail off to the sides of the track as it is looking a bit bland right now. As for the tire physics question, I have not heard such a thing so far, and would only think that it would equal a waste of processing power to do such; though do not take my word on it, maybe someone with better experience in such a field will have something to say :)
     
  3. fallingbrickwork

    fallingbrickwork

    Joined:
    Mar 16, 2009
    Posts:
    1,072
    I have not heard of any issues like what you are describing.

    Regarding your images... It looks really great! Can't wait to see it in action.

    Best Regards,
    Matt.
     
  4. sipon

    sipon

    Joined:
    Feb 8, 2009
    Posts:
    143
    thks for feedback, i'll keep the 5 meters panels so...

    more details will be added outside of the track. i'd like to use unity terrain with a lot of stuff on it.
    just making a rough mesh to use with "object to terrain".

    @matt : hey ! modo user my friend ;)

    here's render of hires model for side tires and fence.





     
  5. impheris

    impheris

    Joined:
    Dec 30, 2009
    Posts:
    1,670
    nice, good job
     
  6. newlife

    newlife

    Joined:
    Jan 20, 2010
    Posts:
    1,081
    interesting work spion :)
    As far as i know, it shouldn't be really important, at most you could experience a little car shaking (check demo track, round under bridge).
    What is important is the poly count, if track is 30-50k in one mesh it must be cuted to several pieces for perfomance improve.

    Keep me updated.
     
  7. JamesArndt

    JamesArndt

    Joined:
    Dec 1, 2009
    Posts:
    2,932
    The track could theoretically be more than 200,000 polygons...as long as you are using efficient culling and you aren't drawing more than 50K or so polygons at any given time. I have worked on a few DS Need for Speed games, which you know the DS is very underpowered. Our worlds for those games we're about 20K polygons or less, and we tried to draw less than 2000 polygons on screen at any given time. So take this example and imagine the difference between a Nintendo DS and a high end modern PC.
     
  8. sipon

    sipon

    Joined:
    Feb 8, 2009
    Posts:
    143
    Tks James.

    culling will not be so easy as, in a few turn, you the easily the whole track.
    camera far clip must be also very high ( the straight line is around 2.5km + near mountain how will be in model )
    have to use LOD
    anyway i think my quadro will support this easily :)

    this project have been in pause since i've help newlife of UnityCar by making a Monza track ( quick model and texturing, mugello will be far way better ! )


    The track is shipped with UnityCar 1.2. You can test drive it here on unitypackages.net :
    http://unitypackages.net/unitycar/joomla/demos.php?id=monza

    Be back soon on this project, when i'll have finish to play with unitycar !
     
  9. SquishyPixels-Glimmer

    SquishyPixels-Glimmer

    Joined:
    Apr 30, 2010
    Posts:
    125
    this brings back memories working at Turn10 on Forza Motorsports 2. this was a fun track to work on and drive.
     
    JamesArndt likes this.
  10. sipon

    sipon

    Joined:
    Feb 8, 2009
    Posts:
    143
    Hi Threedprof !
    so nice to see a track expert here :)

    do you know where i can find more technical data about a track ? (especially on camber for example. i currently do this by just looking onboard video on youtube. could be great to have more realistic data)

    any other link to interresting ressources are welcome !
    tks
     
  11. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I'm guessing the unique poly per wheel has more to do with performance than any practical application in unity (at a guess).
     
  12. sipon

    sipon

    Joined:
    Feb 8, 2009
    Posts:
    143
    It's been a long time i've work on this project, but Unitycar 2.0 is out soon and it tempt me to finish it !

    here's some new stuff :





     
  13. sipon

    sipon

    Joined:
    Feb 8, 2009
    Posts:
    143
  14. sipon

    sipon

    Joined:
    Feb 8, 2009
    Posts:
    143
  15. Deleted User

    Deleted User

    Guest

    Looks gorgeous! What are you planning to do with it?
     
  16. sipon

    sipon

    Joined:
    Feb 8, 2009
    Posts:
    143
    Have not really a plan, just enjoying doing this on spare time.
    Just hope to drive it soon with my G27 + unitycar 2.0 !