Mario Kart 8 Custom Track Tutorial Part 3 - Adding Trick Ramps, Glide Ramps, and Water in Blender
In this part, we go back to Blender and edit our existing course to add trickable terrain, an underwater section, and a glider section. There's also a discussion about normals, x-ray view in Blender, splitting blender windows, modeling from a base mesh, UV unwrapping, and UV mapping basics.
The next time we return to Blender, I'll fix our glide ramp as I realized I was going about it the wrong way with inset faces.
Chapters
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0:00 Introduction
0:50 Face Normals
7:30 X-Ray View
10:00 Editing and splitting the road path
17:55 Snapping tool and finishing the road
23:00 Modifier order matters
25:30 Splitting Tab Views in Blender
28:30 Resizing our road UV, Brief discussion about what UV mapping is
31:10 Adding the water line plane
32:20 Getting more textures from Track Studio
34:25 Navigating the course folder in Mario Kart 8: which course is which
37:40 Adding textures to the water
39:50 Introduction to modeling from a base mesh
41:10 Modeling the glide ramp
46:10 UV mapping the glide ramp
1:06:05 Splitting objects by material for exporting visual model
1:07:25 Creating the KCL model
1:10:00 Optimizing and simplifying our KCL model
1:13:15 Splitting the glide ramp into multiple KCL objects
1:16:00 Exporting the KCL and wrap up
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