How to make an avatar or vehicle look and feel fast much like in some games, in my experience even if the 3d assets or object is actually travelling at a speed but it feel as if it is stationary until u distance the camera from the object and then you realize its actually fast, but if the camera is following the object say a car or a character, it feels as if its not moving very fast. is there a way to make or look or feel fast?
May I recommend 2 things:
- Paint it red. Red makes it go faster
- Put stripes on it
But in all seriousness, the concept of speed is pretty well studied. Here are basic tips:
- Increase FOV with speed. Wider FOV makes you feel faster. Pretty much all games do it.
- pull the camera in a bit. Similar story with FOV, but an extra trick in the toolbox
- motion blur
- trails
- camera motion. This is underrated and often forgotten, but if you have a biped (human) character, when they run faster - their motion becomes more frantic and less controlled, camera mimicking that motion helps sell the feeling.
- impact on the world - particle effects from heavy footsteps of dust clouds from tires, decals, physics+debris
- sound. Heavy breathing, heavy footfalls, engine revving etc.
I strongly recommend picking up a game that has speed in it and studying what they did to achieve that feeling
I would also add:
- Putting stationary objects close to the path of the avatar or vehicle.
- Making random objects appear and zip past, such as rocks.
- Variations in the texture of the terrain you are traversing (especially useful on flat surfaces)
- Variations in the surface of the terrain you are traversing (medium variations work best)
Many years ago, I was talking to a software evaluator from a big software, trying to sell him on some software I had developed. We got to talking about a recently released game that involved an airplane flying at low level and how they did such a good job of simulating motion. Although it was flying over a totally flat desert surface, the two things that helped convey motion were random rocks and cacti (interestingly, each item appeared for only a couple of frames) and the fact that the screen was slowly cycling up and down, as if you were riding a slow motion wave.
As Usnul pointed out, sound can plays a big role. In an airplane can have increasing wind sound. On a boat, you can have undulating splashing and silence. For a person, footfalls. You can add a soundtrack which conveys motion.
This is the fun part of programming - where you have a real chance to make magic through illusion.