Motocross Madness

My video game content creation all start with this game under my alias Kamshaft.  Motocross Madness immediately caught my eye, why?  Because of the fact I used to ride myself.

This is in fact the way to came in contact with Microsoft and the fine folks over there. My first attempts, were less than stellar.

The national racing tracks that I created were:

  • Nut Buster (Don't ask)
  • Burial Grounds (MCM 1 & 2)
  • Extreme Collision (MCM 2 only)
  • Curse of Giza
  • Sharp Lake (MCM 1 & 2)
  • Swan Hills (MCM 1 & 2)
  • Kriss Kross
  • Blinding Banks

  

 

The stunt queries I created were:

  • California Dreamin'
  • Chalmers Hills
  • Devil's Peak
  • Giza Construction
  • Graveyard Shift
  • Pancake Hills
  • Chattanooga Pit

 

The process for creating these tracks wasn't overly complicated, but understanding 3D Studio MAX and Adobe Photoshop 3.0 (at the time) was essential.

You started off creating two displacement maps.  One for the main riding area, and other for the perimeter. They looked like this....


(Devil's Peak shown below for Motocross Madness 1) - Left main riding map, right, outside perimeter.

    

Then you brought that into 3D Studio MAX and set the elevation, of the displacement map the height you wanted.

Then applied the texture unrendered (left), then applied the lighting and ray traced shadowing options of 3D Studio MAX and you would get the results on the right.

   

The results were awesome, this particular stunt query got rave reviews at the time.

Here's the same thing but with a national racing track. Behold the title selection shot.

Here's the displacement map.  All done in Photoshop with only 256 shades of grey!

This the final texture done with Adobe Photoshop.

 

The near final step. Here's the displacement map applied, texture added and ray traced rendered in 3D Studio MAN.  Smoooth!

 

 

These tracks are still available for download on various fan sites.

On to....

 

 

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