Well,...we will see where this goes...
#2
Posted 09 December 2018 - 06:07 PM
Looks great!!!
#3
Posted 09 December 2018 - 07:49 PM
#4
Posted 09 December 2018 - 08:37 PM
Looks excellent. Did you use a noise brush or anything like Gauia.
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#5
Posted 09 December 2018 - 09:10 PM
no just whats in unity
had crash and lost my course forge and terrain seems corrupted,..did back up but hopefully I can get back up and running
not happy
R
#6
Posted 10 December 2018 - 09:47 PM
Hello D.Rob, good to see you are dabbling in course design again! This course reminds me of a links03 course called Brydestone Golf Club
Could that have been an inspiration to your design?
What spec gpu & cpu are you using these days by the way...
Thanks again, (Just played Beth Page Black HD the other day great time still haven't broken par however. Lol!
Gil
#7
Posted 11 December 2018 - 02:39 AM
Great looking terrains.
Question about ball physics. Since day one with PG in 2014 I have wondered why ball impacts on rocks and stones are more like they landed on moss or leaves. No major bounces off stones. Do you happen to know why it works this way?
Balls that land on concrete cart paths bounce/ricochet - realistically.
I do not create courses. Since you do, I was wondering if you could explain this phenomenon.
#8
Posted 11 December 2018 - 03:30 AM
If he places a rock object (a rock mesh), he can assign a physics property such as concrete to it. Most bulkheads or other walls people place in courses typically act this way.
There has been mention of trying to rectify this in the future in some way. Obviously, not changing for PG1.
He is using a secondary terrain which he could assign the property of "concrete" to but, for some reason, I believe it'll still act like "rough".
#9
Posted 11 December 2018 - 04:56 AM
Rocks in the periphery (not a CF mesh), as in Dr. Rob's pic, are hand painted in Unity. All parts of the terrain such as these that are not a mesh are assigned "rough" physics.
If he places a rock object (a rock mesh), he can assign a physics property such as concrete to it. Most bulkheads or other walls people place in courses typically act this way.
There has been mention of trying to rectify this in the future in some way. Obviously, not changing for PG1.
He is using a secondary terrain which he could assign the property of "concrete" to but, for some reason, I believe it'll still act like "rough".
Much appreciated. That's a very comprehensive explanation.
#10
Posted 11 December 2018 - 01:38 PM
Thanks
back up and running
just restarted as I only did one hole with no plants
Brydestone,..great links 2003 course
anyway, looks like Im commited again, couldnt stop.
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#11
Posted 11 December 2018 - 03:22 PM
The Glen was a learning curve,..to see how unity works, how the planting and bunkering can be maximized, and to play around with all the addons/ assets etc.
This course I will focus on textures. I was going to do a real life course with the Overlay technique that everyone’s been talking about. I stumbled upon some decent textures and enjoy using the terrain painter, I was fumbling about and then when I saw it…..hmm, not bad.
I’m also using a smaller plot so there is less distance between vertex points. That way when sculpting rock I get better detail and shadow effect. By doing it this way, I have to add extra terrain’s in the periphery to increased the plot.
Bunkers will have new textures. Much less bunkers than the Glen. Wider Fairway’s and shorter course to make this fun for the simulators.
I found a cool structure for the clubhouse. So, now that it’s winter, looks like designing his back. But of course depending on real life and traveling, this may take a while.
Dr Rob
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#12
Posted 12 December 2018 - 10:03 AM
Looking great Doc- just love "natural" looking courses like these ones
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