Prepping 4 V[irtual] R[eality]


Hi all,

I thought I would share a bit of progress I'm making, also making aware that I'm certainly taking this project serious.
Currently I have been modeling the inside of the car. It's still a base shape and I'm at the point of being able to put some detail in the interior. It's actually more challenging than the outside of the car, since there is no blueprint for the interior. Although even the outside of my car is a mix of blueprints from 2 different cars and some own inspiration.

The car is called Pybra, a combination of Python and Cobra. So especially with the interior, I'm trying to get references from these snakes in it. With it being for VR, it's a constant challenge to keep the polycount as low as possible while still being able to get just enough detail in it so it's a pleasant sight for anyone in VR. But it also can't come at the cost of not being able to include the gameplay elements I want in it and the track-design, since the track is an important "character" in the game aswell. I still want to be able to have a rich and interactive environment.

There is still a lot to figure out, but I'm not going to worry about the things still come. Taking it step by step seems to work great and the hurdles that will come in the future, I'll worry about them when they are presented.
I don't know if the interior will have textures at the start. If the modeling is done, I'll probably going to implement the VR in the game and check if everything looks alright. I'm using a PSVR headset with an iVRy trial though, so I'm will only be able to check how it feels and looks in VR. Driver4VR has proven not to work at the moment for me, for 6dof tracking, so at this time I'm not willing to invest in that part.

I'll try to keep track with the devblogs, but I can also be found on Youtube, Instagram, Godotforums.org and reddit.

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