Hi people, I'm trying to make an environment for a racing game but I'm not sure what's the best way to make the floor/track.
I want to make a track in a city (like Need For Speed Underground game) that doesn't has a single path, so I think using splines isn't an option. Also, the track won't be flat, sometimes will go up or down.
Something like this:
https://www.youtube.com/watch?v=qGBN13mYiBQI think that type of floor is very complex for using modular pieces. Should I make all the streets in a single piece and export it to Unreal Engine? Or should I do segments of the floor and then snap the pieces in Unreal? Or any other way?
Replies
https://polycount.com/search?adv=&search=racing+track
Maybe my mistake was calling it "track". The idea is to make a city for a racing game like Need for Speed Underground but more "open world" like GTA games:
But my problem is on the floor. I think, I cannot use modular design for this type of environment. Maybe I can use the modular workflow for the buildings, but not for the floor because my scene has very complex roads. So, my question is, should I make the floor (streets, sidewalks, etc.) in 3ds Max and then export it as a single piece (or various pieces) to Unreal? Or should I use a "terrain maker" tool inside Unreal Engine? Or any other best option?