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Making Custom Tee Markers


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#1 DPRoberts

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Posted 22 December 2016 - 05:49 AM

Last gift before the Holidays! I have spent some time developing a Tee Marker Asset package. My ultimate goal is training you in Blender to create your own tee markers. However, I figure this is an easier starting point and gives me some time to get the videos together for the tutorials.

 

I assume this asset package will help those that don't want to create their own 3D assets and will help get your feet wet with editing textures in Photoshop. In order to get custom textures using my package, I highly recommend a program that can read a .psd file. I have built all textures to be easily modified in layers so that you can get something custom in less than 10 minutes and being back in the game.

 

It sounds as if Mike and PP will be releasing their own stuff soon as well. Hopefully, what I'm showing here will be a good addition to what they will be putting out there. I did not want to wait for their stuff because of the unknown time table and I put in a fair bit of hours and didn't want to feel like I wasted my time.

 

There are 6 tee markers. Text, colors and logos should all be changeable with some basic graphic editing know how. I am adding in a video here to get you going in the right direction. I would consider this a beta as I have no idea what will happen on your end with what I am gifting. We can modify as we go.

 

Make sure you watch the video in its entirety so as not to be grabbing the wrong files. You should not go in the "Mesh" folder unless you desire to change the scale of your object.

 

I didn't test but in the past my objects have not done very well with "Dynamic Sky". If you want to see these in all of their glory, please turn Dynamic Sky "OFF".

 

Enjoy!

 

Dropbox link for DPR Tee Marker Asset Package https://www.dropbox....itypackage?dl=0

 

What you get - pic #1

MHCDIAm.jpg

What you get - pic #2

Cp8fSDp.jpg

 

How to Create Custom Textures for your new tees and Import/Place in Unity/CF


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#2 pingzing

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Posted 22 December 2016 - 08:07 AM

What a nice gift  mate, tee box varieties were lacking so this this is very much appreciated

and to top it off a video how to create them as well- brilliant, i can use your s and make my own, i downloaded blender

months ago and gave up after i found the textures part too much, but i think i can have another go in blender and follow your video

Yeh i did see mikes going to do Tee box tutorial too but we have options now make them in blender or Unity

 

Thanks DP  for taking time and sharing 



#3 Dropzone73

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Posted 22 December 2016 - 11:48 AM

Thanks DPR and Merry Christmas!

Very nice package :).


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#4 uvmnick

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Posted 22 December 2016 - 02:09 PM

Wonderful gift to the community! Thanks!


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#5 Dazmaniac

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Posted 22 December 2016 - 02:45 PM

Hopefully the dynamic sky issue will be a thing of the past once the new Unity 5.5 builds are being tested, with it including lighting updates



#6 NoPutt

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Posted 22 December 2016 - 03:41 PM

Great Gift DP, and nice wrapping too, Thanks and..

MERRY CHRISTMAS


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Dry Gulch...................Released                     Smithfield Golf Club...........Released

Millstone Golf Club....Released                      The Walker Course............Released

Kingsmill Woods Course...Released               Pine Lake Golf Club..........Released

Woodhaven Golf Club (9) Released                The Reserve at Keowee...Released

Cliffs at Keowee Vineyards..Released              The Ace Club...................Released

Dry Gulch 2..........Released                               Blackberry Oaks.............Released

 


#7 M Rose

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Posted 22 December 2016 - 07:24 PM

Nice!

I've made a few myself but they are generally of the boring single-color ball or cube variety, so these are great.

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#8 Justin9926

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Posted 23 December 2016 - 02:29 PM

Thanks for sharing DP.  Merry Christmas


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#9 Mike Jones

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Posted 25 December 2016 - 10:11 AM

Those look superb DP, Merry Christmas!
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#10 NoPutt

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Posted 25 December 2016 - 09:19 PM

My first Blender Tee Markers for The Walker Course at Clemson S.C.

GO ! TIGERS !   

UmIwpZG.jpg


Dry Gulch...................Released                     Smithfield Golf Club...........Released

Millstone Golf Club....Released                      The Walker Course............Released

Kingsmill Woods Course...Released               Pine Lake Golf Club..........Released

Woodhaven Golf Club (9) Released                The Reserve at Keowee...Released

Cliffs at Keowee Vineyards..Released              The Ace Club...................Released

Dry Gulch 2..........Released                               Blackberry Oaks.............Released

 


#11 DPRoberts

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Posted 25 December 2016 - 09:50 PM

Looks great Neal! Be sure to run a test with CF in Editor. You may find they lay flat or are rotated in an odd way. I can help you if that's the case. Sometimes, Unity doesn't correctly import Blender rotations and positions.

Obviously, I will cover in the videos to come but I applaud your go getter attitude. Not bad for a Clemson Tiger.

The correct response, however, is Go Buckeyes!!
O-H...I-O

#12 NoPutt

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Posted 25 December 2016 - 10:20 PM

Thanks DP, The markers came out on top

this time, just like the Tigers will Saturday night

when we kick your Buckeye Butt..hehe.


Dry Gulch...................Released                     Smithfield Golf Club...........Released

Millstone Golf Club....Released                      The Walker Course............Released

Kingsmill Woods Course...Released               Pine Lake Golf Club..........Released

Woodhaven Golf Club (9) Released                The Reserve at Keowee...Released

Cliffs at Keowee Vineyards..Released              The Ace Club...................Released

Dry Gulch 2..........Released                               Blackberry Oaks.............Released

 


#13 QBL_MrCobra

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Posted 29 December 2016 - 01:07 AM

thank you DPR,

 

It's so nice of you to do  that for the community. Have a happy New Year and see you in 2017.

 

MrCobra



#14 rmoor13

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Posted 10 January 2017 - 11:16 PM

DPRoberts I saw that you can rotate the tee markers in your hierarchy window when you're testing them, you have to double-click on each one anyway to move it in place, you can just rotate it -90 or 90 degrees then they'll be set to how you want. 



#15 DPRoberts

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Posted 11 January 2017 - 01:12 AM

DPRoberts I saw that you can rotate the tee markers in your hierarchy window when you're testing them, you have to double-click on each one anyway to move it in place, you can just rotate it -90 or 90 degrees then they'll be set to how you want. 

Rotating the tee markers by choosing the tee marker in the hierarchy that appears after choosing "Test Tee Marker" is rotating a "clone" of your tee marker and will not induce any permanent change to the actual marker in your PG build. You should also make sure that you "Remove Marker" after testing or you will see 2 instances of your tee marker in game. 1 set of markers will be the "clones" you have created and the other is the set that is automatically placed by the PG build at locations that you have deemed to be tees. In other words, you do not want any tee marker objects to be visible when you "Build" your course.

 

As it works for me, any rotations I have made within Unity of the prefab of the tees never corresponded to an in game representation. I believe for whatever reason the object space rotations that are present on importation of your "tee object" are what present on build. It is essentially built in to the mesh and not controlled at the prefab level. It is a small bit of trial and error but I have a system of export from Blender that works and I make rotations in Blender and re-export to fix if I have any issues. It is possible this can be managed in Unity but I never gotten it to work for me.

 

This picture below is of the Inspector settings of the imported object (medallion_champ) that is my .fbx file for my champ tee. You can see the object rotations are greyed out. It is these settings that dictate appearance in JNPG, even after creating a Prefab of this and attempting rotations.

 

The only way I can affect these numbers is in Blender and re-import. If you can show me an easier way, that would be great.

 

d7EV8V8.jpg



#16 DPRoberts

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Posted 11 January 2017 - 01:28 AM

One more image to help explain my point. I have rotated my prefab in the "Z" dimension to force my tee marker to lay flat. I then replaced this in the "gear" settings for the tee marker object, yet you see my marker still stands up correctly. For me, prefab changes have no impact on the marker.

 

vAkY8FA.jpg



#17 jspirate

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Posted 16 December 2017 - 02:08 PM

DPRoberts... I am 9 holes into making my first course and I've already used your bulkheads/walls package and now I stumble on to this.

Thanks so much for making these and for taking the time to do the videos of how to use them.  It really is a wonderful gift for Christmas.  Even if I am a year late to the party :D

 

Merry Christmas (2017)


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#18 worrybirdie

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Posted 17 December 2017 - 08:29 PM

Merry Christmas DP! Ditto on using your walls! Also working on a clubhouse and hotel using your utility. Look forward to trying this next! Thanks!



#19 STONEYB

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Posted 23 June 2018 - 07:49 PM

Hi- I'm a real newbie to this but Justin & Axe have been a big help. I'm working on Toledo CC & it's going fairly well & I just want to thank you for posting these things for us designer wanna-be's. It's nice to fing such nice people who will give of their time & effort to help others. It's very much appreciated and NOT taken for granted. Thanks again so much. Getting ready to tackle blender so I can ultimately do a simple one story clubhouse. Looks a little intimidating :)


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