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Post by csugolfer60 on May 11, 2015 7:46:18 GMT -5
Ladies and gents, I am officially in love with the tropical theme. Because of that, I am stoked to introduce my next project, and possibly the one I'm most excited about, Loa Pali Golf Resort. It is in the early stages now, but I'm going to go a little away from the "tournament" type courses (while still being a challenge), and going more toward a "resort" type, with some extra eye candy, and a little more expense for the fun of it. Here's a few pics -
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Post by Han on May 11, 2015 7:54:08 GMT -5
Are you still going with the 'stripped back' more open look around the hole areas (no planting etc) or is that what you are going away from ? It looks too bare when I try that but you seem to be able to pull it off as your last course showed to perfection. Loving the look in that first picture btw
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Post by csugolfer60 on May 11, 2015 8:05:49 GMT -5
Are you still going with the 'stripped back' more open look around the hole areas (no planting etc) or is that what you are going away from ? It looks too bare when I try that but you seem to be able to pull it off as your last course showed to perfection. Loving the look in that first picture btw Thanks! One of the things I've learned over many years in golf, is how golf holes catch the attention of the golfer. There are a few reasons I try to keep the "bare" look a lot of the time - 1.) As real golfers, we are used to seeing courses that have to be mowed by real equipment. Designers will try to keep objects off the playable surfaces on a course, simply because it is too difficult and time-consuming to maintain when mowing around trees, rocks, bushes, etc. Obviously, it isn't really pertinent in the game, but it still gives us a connection that we can relate to in real golf courses. 2.) I use this as a general rule - golfers associate "smooth" surfaces with "desirable to play on." This applies to both object density and terrain roughness. So, making the fairway smoother than the rough, and the rough smoother than the area surrounding the hole, it focuses the players' eyes on the fairway. One way you can use this to your advantage as a designer is to "roughen" up the edges of bunkers, and the asymmetry of that compared to the smoothness of the fairway creates a very cool look, and can strike some fear into the golfer. I think what I like is how the Unity engine will change textures based on elevation difference. So, while there aren't any objects in the bare areas, I always try to create mounding that makes a nice dried-out look. It looks like the area isn't being maintained as well as the fairway and rough, so it helps the golfer focus their attention again. 3.) And of course, I always like making courses run smoother with less objects
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Post by Han on May 11, 2015 8:53:09 GMT -5
I think the 'bare' look looks great, I just wasn't sure if it was staying that way with you talking about adding more 'eye candy' in your OP.
A lot of the points you make apply to design in all forms. Good design is all about making the 'viewer' see what you want them to see or at least influence the picture they form in their mind.
Now I have published my latest countryside course I was going to start a tropical one, but I have an idea in mind that I think will suit the delta theme more so I will make a start on the basics and flip it around between the two most likely
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