Good news, ChirpyLuNa got the track modded into MK8DX and it looks fantastic! To anyone interested : ua-cam.com/video/-H4P6JOLOzg/v-deo.html . The download link is in the description there aswell.
Thanks for the Shoutout! This time I'll leave the honor of putting your work into the game to someone else (I'm sadly a little busy myself atm). Who ever it'll be, have fun!
a friendly tip: altough it makes your piston is mechanically sound, you don't really need it to actually have the hole in the bottom, as is is covered at all times, all that the holes are doing is increasing performance cost
Dude this is literally my favorite wii track. You did amazing! Its funny, watching you struggle making these maps motivates me in a strange and unexplainable way. Like my mind goes "if *he* can do that, *i* can do this!" Which can ironically be taken the wrong way and make it sound like im dissing you.
For animating the pistons at around 18:30, I would recommend using Blender's object constraints to get the desired driving motion. Something even better would be using bones and skinning/weight painting the different parts to their bones and using Bone Constraints instead. For assets in games, it's better to use bones as animating the actual object as it's easier to import animations into the game, as well as computing the animations. For the bone constraints, I'd recommend using the Damped Track or Inverse Kinematics constraint and having the piston's "pendulum"-like piece being the target (more specifically, you would create a new bone where you want the pendulum piece to be constrained to). That way, when you rotate the entire cylinder, it drives the pendulum piece to be snapped to the part you want. However, their are numerous methods to achieve this with bones and constraints so there isn't one perfect answer. I'm sure there's plenty of better resources out there to animate a piston. This probably doesn't make the most tangible-sense (I know I wouldn't be able to when I first started to use Blender), but hopefully it gives more insight of using constraints to drive animations, removing some of the tedious keyframing and manipulation you had to do animated it manually. This is what animators use when creating animations for movies and games, and probably a similar method of what Nintendo did to animate the pistons originally. Hope that helps!
Very fun video to watch! It was very cool to see the process of making all the textures and models. Also, your writing is top-notch! It's just the right blend of funny and informative. You've definitely earned a sub.
Even if it didn't end up working as intended, it's still very impressive considering the amount of time and effort you put into it alongside digestible explanations on how things work and your ability to overcome obstacles. Keep it up! 👍
This track looks great on the renders!! Although the track didn't work as espected, I really found the process of making this track very interesting. I'm looking forward to become a Game Engineer in a few years. Thank you very much for sharing!!
This makes me want to create my own track. It’ll be nice to see you creating your own track by doing everything you did for Toad’s Circuit. It’ll be kinda like your “End of the Year “ gift to yourself, making a brand new track, having the gimmicks you want, and it being playable. But that’ll be a long time from now. Can’t wait to see what’s coming up soon
I gotta say, I admire the level of detail you put into remaking these tracks, it makes them feel like they're an official revamped track from Nintendo themselves!
The lighting can be fixed just by removing all the lights and using trial and error to get the track to render right in game. Doing this at night time might help!
20:22 heads up in the top right of the 3D Viewport in edit mode you can click "Options" and enable "Live UV Unwrapping" and you don't have to fix the UVs afterwards when scaling the road like you did
UV has sort of two meanings the XY meaning you described which is for the vertices of the triangles they have a UV that states where the point is located in an image, UV/UVW also is used in the process of texturing where UVW are weights towards and away from the different corners of the triangle, that also only uses UV because UVW add to 1 so finding W is trivial to get from the other two values, so its sort of an implicit value.
Charlie: "Here's how I recreated these textures." Me: "Ok, seems pretty standard so far." Charlie: "Alright now here's how I made water." Me: "WHAT IS THIS WIZARDRY?!" Seriously though, I ALWAYS tend to overcomplicate my water shader, and it NEVER looks as good as this one. Seeing all of those nicely beveled metal textures and especially the normal maps was VERY satisfying. Always awesome seeing you remaster these old MK tracks. Next it would be super fun to completely remake an older track that hasn't been in 3D yet, or at least a SUPER old one that hasn't been in something like Tour.
I love the dedication you put into making this track! Let alone explaining how everything works and how you were able to counter that problem, I really enjoyed watching it! Keep up the good work! 👏🏼
This shows that even the lower Detail tracks can look good. Great work! I really hope to see Airship Fortress from you because of the many obstacles that are already in 8 Deluxe. Like the Crates and Rocky Wrenches. Great video ;)
Looks good so far, but one thing I'd say is try to avoid boolean modifiers where possible. They create geometry that can be a hassle to work with, and that often has unnecessary extra triangles, and therefore lag
Even if this course didn’t turn out nearly as good as you hoped. It actually looks amazing nonetheless and remember. You’ve done more with this course than Nintendo has so far.
My goodness. You’re a madlad. My favorite Wii track was done justice!! Needless to say, this looks gorgeous. If you’re looking for suggestions, my top two would be GCN Mushroom City or Wario Colosseum :)
I absolutely love this series - I really enjoy watching 3D modelling projects like this and combining it with my special interest (anything Mario) is a one-way ticket to getting a view and a like out of me :) Your sense of humour and the detail and effort you put into everything is just spectacular. I hope you keep going with this series, and I'd like to maybe suggest that you try Wario Colosseum!
Yeah chicken tenders probably don’t cook that fast no matter how many area lights you cook them with. Just aint hot enough, i prefer an oven personally
there was clearly a lot of love that was put into this revamp! amazing work! shame it didn't work as planned in engine, but the renders are SO cool. learned a lot as well! keep it up :)
@EingefrorenesEisen Yeah, but Mario Kart 7 didn't have it, Mario Kart 8 didn't have it, nor did they have it in the booster course pass. MKW came out in 2008, that's 16 years ago, and this course hasn't been a retro even in tour. It's not like that's a bad thing, of course. I just like the track 🤷♂️
@SushiSquids oh, what a tragedy. Try 27 years for Wario Stadium, and 32 years for the unmade snes tracks. Literally just be happy mario kart wii got 11 tracks in mk8 and be excited that Toad's Factory will probably be in the next game.
Had this suggested to me from UA-cam, and as a novice modeler, this actually looks like it'll be a good way to do modeling and the like, even if it's not for MK. Serious props on the revamp!
Wow, amazing amazing amazing! Me and my sisters favorite track growing up was always toads factory, and we really wanted it in the Mario kart 8 dx dlc, so it is so amazing to see you recreate it! This really opened my eyes to how intricate and in-depth modeling and rendering and all that good stuff, it’s really interesting! Keep up the good work, you made my day :D
I have so many fond memories from this track. I remember waiting at the cube generators (or as we called them, the "crushers") to try and bump my siblings into them. Oh, and that small sections with all the little bumps. That was such a race killer, if you were unlucky enough to bump into a npc while on it, it could bring you from 1st to 6th in a matter of seconds. Thank you for breathing new life into my childhood! :D
If you're planning on continuing this series (which i hope you do, i love seeing these tracks remastered!), i really hope you'll do Coconut Mall next! The Tour port definitely could use your magic touch
This was unbelievably awesome! I’m very new to 3D modeling and the range of Adobe software as a whole, but watching this video and seeing your process was downright inspiring! I’m sorry the final product didn’t turn out how you’d hoped, but those renders and the model itself a turned out so clean!
9:25 you could also just find a texture image on google search, add it on the image and set the mode to Overlay or screen and mess with the opacity. This is how I do it at least when it comes to texturing stuff
I never knew about the photoshop normal map until today. Ive been struggling with normal map creation for sims 3 cc making and just This saves me hours??? Bless your heart and soul man
Mad respect for how long this took you and taking on this challenge. I also like how parts of this video were a tutorial on how to use blender in Photoshop. Great job. :D
Toad's Factory is unironically one of my favorite songs Nintendo has produced. Up there with Jump Up, Super Star! and Gusty Garden Galaxy. The fact that they could've used a LIVE BAND for that masterfully composed Big Band when releasing DLC content for MK8 Deluxe but *didn't* just doesn't make any sense to me. SERIOUSLY WHY DID THEY HAVE TO ADD SO MANY TOUR COURSES.
Blurring a normal map is... Not good. But if the Mario Kart 8 engine doesn't support PBR Materials then I suppose it's actually a clever work around 👍 Oh also, if you're having trouble in blender, I would highly recommend that you always hit Ctrl + A and Apply Scale every time you scale a model. A lot of things like Bevel, insets, lighting etc use the scale of an object as a reference, and if that scale isn't 1,1,1 the results will be weird and sometimes downright wrong. A *very* important detail for both lighting and normal mapping is that the faces of a model have the correct normals. Enable "Face Orientation" in the Viewport Overlays menu. Everything will become either blue or red, the objects that are colored red have their normals facing the wrong way. Select them, go into edit mode and then select all the faces by pressing A. Then press Shift + N to recalculate the normals, they should turn blue. (Btw, some faces should be red, for example a plane will always have one blue side and one red side. A cube should have all its outer faces blue and if you clip into the cube the inner faces should be red.) I'm sorry if you already knew all of this. 🙏 Great video!
For the textures you should consider letting an AI upscaler take a first pass to save you some time. It wont be perfect each time but it could have a fairly good chance of giving an easier starting point
I hope Mario Kart 8 will get a new dlc or an update which is something like from smash ultimate which is a race track editor and there is a custom track sharing option and you can create and upload or download and play on anyone’s created track in local and online.
Good news, ChirpyLuNa got the track modded into MK8DX and it looks fantastic! To anyone interested : ua-cam.com/video/-H4P6JOLOzg/v-deo.html . The download link is in the description there aswell.
It got claimed...
@@tallreversd noo
He did what no one else was brave enough to do.
Ikr also nice pfp
nice pfp
not even nintendo was brave enough to do this
Nice to see you again Bryce
He did what Nintendont
4:09 With the miracles that the Blender Community has pulled off, I'd only be mildly surprised if they added that.
theres things like that for other games
O
I'm pretty sure there is mario 64 for example@@jondot.fullstop
There is a plugin for blender that adds the mario controller into any scene
@@elijahfrickingourdwhat’s it called? I need that.
Tip: the top part of the piston is the boss. The bottom part is the connecting rod. The last two parts are actually one part which is the crankshaft
You've almost got all of them. However, the "crankshaft" is called "the spinning thing"
🤓
@@alritestoodeos4660if you’re not a nerd that is.
Yeah and I think the characters in the start gate should be in 2D animation to be fitting more into MK8's style
Thanks for the Shoutout!
This time I'll leave the honor of putting your work into the game to someone else (I'm sadly a little busy myself atm). Who ever it'll be, have fun!
legend
As someone who majored in mathematics for my undergrad, I approve of your piston math and explanation of why the cube is the best shape.
a friendly tip: altough it makes your piston is mechanically sound, you don't really need it to actually have the hole in the bottom, as is is covered at all times, all that the holes are doing is increasing performance cost
Looks VERY difficult to make, and what you did with it is just incredible! Really nice work :)
Dude this is literally my favorite wii track. You did amazing! Its funny, watching you struggle making these maps motivates me in a strange and unexplainable way. Like my mind goes "if *he* can do that, *i* can do this!" Which can ironically be taken the wrong way and make it sound like im dissing you.
For animating the pistons at around 18:30, I would recommend using Blender's object constraints to get the desired driving motion. Something even better would be using bones and skinning/weight painting the different parts to their bones and using Bone Constraints instead. For assets in games, it's better to use bones as animating the actual object as it's easier to import animations into the game, as well as computing the animations. For the bone constraints, I'd recommend using the Damped Track or Inverse Kinematics constraint and having the piston's "pendulum"-like piece being the target (more specifically, you would create a new bone where you want the pendulum piece to be constrained to). That way, when you rotate the entire cylinder, it drives the pendulum piece to be snapped to the part you want. However, their are numerous methods to achieve this with bones and constraints so there isn't one perfect answer. I'm sure there's plenty of better resources out there to animate a piston.
This probably doesn't make the most tangible-sense (I know I wouldn't be able to when I first started to use Blender), but hopefully it gives more insight of using constraints to drive animations, removing some of the tedious keyframing and manipulation you had to do animated it manually. This is what animators use when creating animations for movies and games, and probably a similar method of what Nintendo did to animate the pistons originally. Hope that helps!
Very fun video to watch! It was very cool to see the process of making all the textures and models. Also, your writing is top-notch! It's just the right blend of funny and informative. You've definitely earned a sub.
Even if it didn't end up working as intended, it's still very impressive considering the amount of time and effort you put into it alongside digestible explanations on how things work and your ability to overcome obstacles. Keep it up! 👍
This is just amazing! Hats off for such an impressive job. If Nintendo do eventually decide to remake this track, they should take some cues from you.
This track looks great on the renders!! Although the track didn't work as espected, I really found the process of making this track very interesting. I'm looking forward to become a Game Engineer in a few years. Thank you very much for sharing!!
This makes me want to create my own track. It’ll be nice to see you creating your own track by doing everything you did for Toad’s Circuit. It’ll be kinda like your “End of the Year “ gift to yourself, making a brand new track, having the gimmicks you want, and it being playable. But that’ll be a long time from now. Can’t wait to see what’s coming up soon
This was such a great video, didn't expect to watch all of it, but it was over before I realised.
I gotta say, I admire the level of detail you put into remaking these tracks, it makes them feel like they're an official revamped track from Nintendo themselves!
This is awesome. This was the first one of your series I watched and it’s inspired me to start making my own custom tracks for 8 as well!!!
The lighting can be fixed just by removing all the lights and using trial and error to get the track to render right in game. Doing this at night time might help!
My first time on the channel, but the little watch gag made me chuckle quite a bit.
20:22 heads up in the top right of the 3D Viewport in edit mode you can click "Options" and enable "Live UV Unwrapping" and you don't have to fix the UVs afterwards when scaling the road like you did
UV has sort of two meanings the XY meaning you described which is for the vertices of the triangles they have a UV that states where the point is located in an image, UV/UVW also is used in the process of texturing where UVW are weights towards and away from the different corners of the triangle, that also only uses UV because UVW add to 1 so finding W is trivial to get from the other two values, so its sort of an implicit value.
Charlie: "Here's how I recreated these textures."
Me: "Ok, seems pretty standard so far."
Charlie: "Alright now here's how I made water."
Me: "WHAT IS THIS WIZARDRY?!"
Seriously though, I ALWAYS tend to overcomplicate my water shader, and it NEVER looks as good as this one. Seeing all of those nicely beveled metal textures and especially the normal maps was VERY satisfying. Always awesome seeing you remaster these old MK tracks. Next it would be super fun to completely remake an older track that hasn't been in 3D yet, or at least a SUPER old one that hasn't been in something like Tour.
Toad factory is one of my favorite Mario kart tracks of all time, so this makes me very happy
Nintendo has been really quiet since this video dropped
I mean you did comment 1 hour after release XD
@@unebaguette9745idk nintendo has still been pretty quiet
Update: Nintendo has still been quiet since this video dropped
I love the dedication you put into making this track! Let alone explaining how everything works and how you were able to counter that problem, I really enjoyed watching it! Keep up the good work! 👏🏼
This masterpiece of a track lives in my head rent free. That's how awesome it is.
Great video, and great work on the track! Looking forward to more in the future
This shows that even the lower Detail tracks can look good.
Great work!
I really hope to see Airship Fortress from you because of the many obstacles that are already in 8 Deluxe. Like the Crates and Rocky Wrenches.
Great video ;)
i love this track so much, because ive never seen mario kart use electro swing in its music, still my favorite track ost
Looks good so far, but one thing I'd say is try to avoid boolean modifiers where possible. They create geometry that can be a hassle to work with, and that often has unnecessary extra triangles, and therefore lag
Even if this course didn’t turn out nearly as good as you hoped. It actually looks amazing nonetheless and remember. You’ve done more with this course than Nintendo has so far.
Toad’s Factory has the best song imo. Nothing can top it.
Great job! This really inspired me to take a closer look at maps. Especially modded ones. Your efforts don't go unnoticed!
the only thing I think you should've done differently is the bulldozers - being able to drive up the scoops was a lot of fun.
This is better than anything tour could ever do.
Dry Dry Ruins 🙏
Or, if you're feeling daring.. Wario Coliseum.
My goodness. You’re a madlad. My favorite Wii track was done justice!! Needless to say, this looks gorgeous. If you’re looking for suggestions, my top two would be GCN Mushroom City or Wario Colosseum :)
Tell you what this video needs more love
I am so glad I rediscovered your channel. I found you before I made an account, and those cookies have long been gone.
He somehow made the best mario kart track of all time better
First time watching, absolutely amazed! Video quality is fantastic but the effort and dedication was very impressive to witness. Love it 🎉
I absolutely love this series - I really enjoy watching 3D modelling projects like this and combining it with my special interest (anything Mario) is a one-way ticket to getting a view and a like out of me :)
Your sense of humour and the detail and effort you put into everything is just spectacular. I hope you keep going with this series, and I'd like to maybe suggest that you try Wario Colosseum!
“With about a thousand area lights, just to make it so those tenders don’t go too quickly” 😭😭💀
Yeah chicken tenders probably don’t cook that fast no matter how many area lights you cook them with. Just aint hot enough, i prefer an oven personally
Man discovers pistons whilst remastering toads factory… I like it
there was clearly a lot of love that was put into this revamp! amazing work! shame it didn't work as planned in engine, but the renders are SO cool. learned a lot as well! keep it up :)
Gotta say, this was a really great video! Toad's Factory is my favorite Mario Kart track and I'm glad you gave it the justice it finally deserved
"Finally"
my brother in Christ, it has been ONE (1) Mario Kart game since its release. Relax.
@EingefrorenesEisen Yeah, but Mario Kart 7 didn't have it, Mario Kart 8 didn't have it, nor did they have it in the booster course pass. MKW came out in 2008, that's 16 years ago, and this course hasn't been a retro even in tour. It's not like that's a bad thing, of course. I just like the track 🤷♂️
@SushiSquids oh, what a tragedy. Try 27 years for Wario Stadium, and 32 years for the unmade snes tracks.
Literally just be happy mario kart wii got 11 tracks in mk8 and be excited that Toad's Factory will probably be in the next game.
@@EingefrorenesEisen I am..?
@@SushiSquids They didn't even have that track in Mario Kart Tour either
Had this suggested to me from UA-cam, and as a novice modeler, this actually looks like it'll be a good way to do modeling and the like, even if it's not for MK. Serious props on the revamp!
Thanks!
Hes done what Nintendon't.
Geniuenly this is amazingly done
Wow, amazing amazing amazing! Me and my sisters favorite track growing up was always toads factory, and we really wanted it in the Mario kart 8 dx dlc, so it is so amazing to see you recreate it! This really opened my eyes to how intricate and in-depth modeling and rendering and all that good stuff, it’s really interesting! Keep up the good work, you made my day :D
I have so many fond memories from this track. I remember waiting at the cube generators (or as we called them, the "crushers") to try and bump my siblings into them. Oh, and that small sections with all the little bumps. That was such a race killer, if you were unlucky enough to bump into a npc while on it, it could bring you from 1st to 6th in a matter of seconds. Thank you for breathing new life into my childhood! :D
Not the hero we deserved but the hero we needed
Wow that must’ve taken so much time to do, amazing!
Thanks for updating Toad's Factory because Nintendon't.
25:11 I also found this out a couple of days ago while ripping a model
If you're planning on continuing this series (which i hope you do, i love seeing these tracks remastered!), i really hope you'll do Coconut Mall next! The Tour port definitely could use your magic touch
This was unbelievably awesome! I’m very new to 3D modeling and the range of Adobe software as a whole, but watching this video and seeing your process was downright inspiring! I’m sorry the final product didn’t turn out how you’d hoped, but those renders and the model itself a turned out so clean!
YOOUUU LIIIISSTTTTEEEEEEENNNEEEDDDD TOOOO MEEEEEEE!!!! Also next is Airship Fortress
9:25 you could also just find a texture image on google search, add it on the image and set the mode to Overlay or screen and mess with the opacity.
This is how I do it at least when it comes to texturing stuff
why hello again charlie, looks like the algorithm has brought me here once again
also great job!!!
Out of all the Amos I’d love to see Dry Dry Ruins from MKWii the Yoshi statue would look cool updated
fantastic job! i know nothing about videogame making but the process looks exciting (and very difficult). super interesting!
I never knew about the photoshop normal map until today. Ive been struggling with normal map creation for sims 3 cc making and just
This saves me hours??? Bless your heart and soul man
First video I've seen from you and this looks absolutely fabulous! It's cool to hear bits and pieces of your process!
I love the use of Party In The Clouds from Adventure Time HIK!WY!SOG?!! Its one of my all time favorite video game songs!!!!!
Great work! I like how you gave little Blender tutorials throughout the video
If you hit Ctrl + F there is a setting called "Tris to Quads" this may make editing the mesh easier! (Blender)
Mad respect for how long this took you and taking on this challenge. I also like how parts of this video were a tutorial on how to use blender in Photoshop. Great job. :D
Hi, that's Toad and you two are going on an adventure!
Great job been watching you for a while and glad to see your doing well, great UA-camr
"last week-" *checks watch* "last month..."
it is very hard to convince me to subscribe that fast but damn it this man did it
OK that is it, EVERYBODY HAS TO SUBSCRIBE TO HIM NOW!
Toad's Factory is unironically one of my favorite songs Nintendo has produced. Up there with Jump Up, Super Star! and Gusty Garden Galaxy. The fact that they could've used a LIVE BAND for that masterfully composed Big Band when releasing DLC content for MK8 Deluxe but *didn't* just doesn't make any sense to me. SERIOUSLY WHY DID THEY HAVE TO ADD SO MANY TOUR COURSES.
I was actually so sad when the final wave came out and there was no toads factory... rip my favorite course :,)
That's a Good choice to use Maya 3D for it's course modifiaction
I trusted the algorithm to bring me back... and it did.
Yet. Nintendo decided to go with Toads. *Fricking.* Circuit.
Hey man toad circuit is peak I don't wanna hear it 😤😤😤😤😤😤😤😤😤😤😤😤😤😤😤😤😤😤😤😤
@@Bupboynah bruh it looks awful
I'd love to see you add a glider section to the bulldozer part as a little shortcut.
I'm really inspired by these videos, I wanna make my own reimagining of a track.
Blurring a normal map is... Not good.
But if the Mario Kart 8 engine doesn't support PBR Materials then I suppose it's actually a clever work around 👍
Oh also, if you're having trouble in blender, I would highly recommend that you always hit Ctrl + A and Apply Scale every time you scale a model. A lot of things like Bevel, insets, lighting etc use the scale of an object as a reference, and if that scale isn't 1,1,1 the results will be weird and sometimes downright wrong.
A *very* important detail for both lighting and normal mapping is that the faces of a model have the correct normals. Enable "Face Orientation" in the Viewport Overlays menu. Everything will become either blue or red, the objects that are colored red have their normals facing the wrong way. Select them, go into edit mode and then select all the faces by pressing A. Then press Shift + N to recalculate the normals, they should turn blue. (Btw, some faces should be red, for example a plane will always have one blue side and one red side. A cube should have all its outer faces blue and if you clip into the cube the inner faces should be red.)
I'm sorry if you already knew all of this. 🙏 Great video!
This is probably one of my favorite maps in the Wii version
really awesome!!!! would love to see this actually modded in as it looks sick
It’s enough to make a grown man cry and that’s okay…
Gorgeous work dude!!!! This is awesome!
Robotoad Factory
*"Peppino's Sauce Machine" starts playing*
Toad's Item box Machine
Deserves so many more views, look forward to the next :)
I didn't know about uvw before this video
For the textures you should consider letting an AI upscaler take a first pass to save you some time. It wont be perfect each time but it could have a fairly good chance of giving an easier starting point
You could also worked with Displacement Maps to make it look even more realistic
Your channel is great! You deserver more!
16:27 good sources but the spinning thing is part of a component called the crankshaft
I hope Mario Kart 8 will get a new dlc or an update which is something like from smash ultimate which is a race track editor and there is a custom track sharing option and you can create and upload or download and play on anyone’s created track in local and online.
Btw, you can bake the lighting into it's own texture and project it on the track.
YESSSSS!! FINALLY TOAD'S FACTORY!!! THE GOAT!!!
Well it was most definitely a lot better than what I could do! Super cool video, I hope you remake more tracks in the future if you’re up to it :)
Solo con este video me puedo imaginar cómo sería Toad's Factory en un nuevo MarioKart y es bastante épico!
This is such a good series man. Keep em coming.
Nintendo: nah leave Toad factory in Wii where it belongs
Nice work! Hope this video pops off. ❤️
I would like to see an HD render of the original coconut mall from the Wii or Bowser Castle from the Wii