My bad...I mean blending textures from the edges of the CF meshes into the surrounding terrain (terrain painting
WIP Bannockburn
#21
Posted 22 January 2018 - 12:08 PM
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#22
Posted 22 January 2018 - 01:00 PM
You can adjust the width of the rough blend,
try sliding it to 1 and see if that helps.
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
#23
Posted 22 January 2018 - 01:12 PM
@NoPutt, Oh right thanks. Will have a look tonight.
#26
Posted 11 February 2018 - 11:31 AM
Hole 2...having some fun with video and the replay function; video, video editing is all new to me so bear with me as I stumble through all the rookie video mistakes. Audio will be next. An entirely different perspective to the course layout and design...the visuals and immersion created with Unity/Course Forge and good audio...some things I have struggled with thus far. Looking back on my first two attempts at course design and following the work of the designers here...still a long way to go!
- gravedodger and RobC like this
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#27
Posted 13 February 2018 - 10:12 AM
Hole 3 a longish Par 3 (~200yds from Championship Tees) with a large dune on the RHS of the green.
Trying some audio intro's, screen fades, and stills. Course is probably another month away based upon my work schedule; but this part is fun.
Hole 4 is done (video, will post tonight or tomorrow morning).
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#29
Posted 14 February 2018 - 11:00 AM
This is looking very nice.
#30
Posted 15 February 2018 - 10:17 AM
Hole 5 Par 5 573 yds
Blind tee shot over old dunes/bluff down to Oceanside fairway. Generous fairway, slightly elevated green complex protected by pot bunkers and deep collection swales. Wind direction and course firmness will dictate course management on this hole.
- Tentpole likes this
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#32
Posted 18 February 2018 - 12:01 PM
Hole 7 Par 4 384 yds
Straight par 4 uphill from ocean level inland. Main trouble to the left at driving distance off the Champ Tee's; slight ravine/bushes & shrubs are in play with colliders. Blind approach to green. With practice...a birdie hole. Played a complete round last night on the course; Champ tees, low winds, medium pins, no mulligans, totally bare...ctl/alt/U no use of green cams. Shot +5; doesn't really mean much as I don't really play tournaments anymore, but when I did at Pro...I struggled to shoot Par most rounds. So this course should yield some low scores.
I learned from my mistakes on my first two courses and reduced the length of this course and incorporated Champ thru to Forward Tee's. Working on greens, smoothing (overall), and FPS on certain holes. This will be a large file, probably >400MB, FPS 'will' challenge low end machines so I understand well in advance that many will not either enjoy or play this course because of that.
Certainly those of us without years of golf course design experience or abilities in other graphics based design software will have to rely on either purchased assets or downloaded 3D objects and go through a long learning curve to optimize course design for optimal FPS considerations.
I hope you enjoy the video of Hole 7 and the rest of the front 9 to come. Back 9 is done, working on sounds.
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#34
Posted 25 February 2018 - 06:09 PM
Hole 9 Par 4 407 yds.
Uphill hole requires a precise Tee shot to avoid fairway bunkers; short iron approach to a sloping green (back to front) provides another real birdie opportunity. The Castle on the course, visible from at least 1/2 of the holes is not the clubhouse; that is located over/behind the hills behind the starters tent visible from the 9th green.
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#35
Posted 28 February 2018 - 10:15 AM
Fabulous looking course
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