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The first step is to gather as much data information
on the course and transform that into a digital
format to be used with the software. In order to do so
the golf course must agree in allowing our team to gather
all the data necesary and in most cases,
a Licensing Agreement needs to be in place
before going forward. Once everything is settled
and all parties are in agreement, the CustomPlayDesign
team will visit the course (if possible)
to take pictures of the features that the course
has to offer, from ball washers and tee signs to
bushes and signature trees that make a course unique.
Yardage books and aerial shots of the course as
well as blueprints or any images taken of the
course, will help speed things along. The more
info we have, the better looking the course will be. |
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Once all the data is collected, the information is
then sent to the two divisions at CustomPlayDesign.
The Designers and the 3D Modelers/Graphic artists.
The designers take the data and layout the course
on a full land plot and work on getting the yardage
of each hole mapped out. The placing of bunkers and
greens and any prominent features the course has like
ponds and rivers, will aid in the detail mapping.
Some rough elevation work and vegetation placement,
followed by assigning basic textures to the course
(fairways, greens, rough, sand, etc…) gets the course
ready for more detailed work. |
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When the 3D modelers receive the data, they start
creating the 3D objects that the course needs to
make it look more real and to give you the feeling
that you're actually there, playing the course.
Some examples of objects that would appear on the
course would be hole signs and benches, to buildings
and structures such as houses, work sheds or the
clubhouse. The Graphic artist would work on the
detail textures for those objects as well as the
textures for the course. Trying to duplicate the
correct coloring of a course is crucial in the
appearance that a course has in the Game. |
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When the course is mapped out the designers would
go into more detail on each hole. Working the
bunkers into shape as well as the green sizes
and slopes. The textures would be uploaded and
work on the elevation will commence. The elevation
process is the most demanding and consumes the most
time. It's the undulating features of the course,
the slopes of the greens, which start bringing the
course to life. |
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The next step is where the client gets involved
with the creative process as the course is beta
tested. The main concentration will be the placement
of objects and yardage per hole. The vegetation
(bushes, trees, plants) and 3D objects are placed on
the course and we should start to get a "feel" for
the course. Notes are taken and any tweaking that
is needed is done. |
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The final stage is transferring the files into the
playable format and loading up the
course and playing it for the first time. The course
and all the files associated with the course are
saved to disk so that if there is any need to make
adjustments to the course at a later date, all the
info is there. |
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Data collection/surveying
Access to course for pictures, blueprints,
topographic maps, yardage books,
aerial overheads.
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Production Planning
Designating designers and 3D modelers to
different tasks, schedule time frame
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Beta Testing
Testing the course, making adjustments,
planting objects, planting vegetation.
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Finalizing the Course
Final stage, saving files to disk,
loading the game and playing your first
round.
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