Hey guys, I'm working on a fast arcade-style racing game in the vain of something like F-Zero GX, and I'm just wondering, what's the best way for me to go about making tracks? The courses I have in mind have lots of bends, loops, and turns, so it's not like I can just have one track for straight and another for 90 degree turns.
Something like this:
[ame="
http://www.youtube.com/watch?v=jtNvJxiV2Pc"]http://www.youtube.com/watch?v=jtNvJxiV2Pc[/ame]
I can get the mesh looking pretty good through the CV curve tool and extruding, but it seems like after you do that, you have to go in and texture the UVs of each one individually, which seems really time-consuming. Not only that, but if I decide to change the texture of the roads, I would have to go in and change every single one by hand, so that's obviously no good. The tracks I have in mind are pretty long too, since the player is going to be moving very quickly through the environments.
I'm not opposed to doing some of it by hand, but I just want to know what my best course of action is before I really dive into UV texture editing for this thing. Thanks
Replies
I would suggest you try the NURBS route and check a tiling texture against the UVs before trying a different method.
could help more if you were using max, id just run this along a spline path deform with some extra geo so it curves, maybe maya has the same, I dunno only have used it about a month.