Hi everyone!
I just found a similar thread started some months ago about this same subject, but it was about XSI...
So, I'm modeling a futuristic race track too, but using 3DS 2008 (do you think it's too outdated?). I want it to be similar to Wipeout and F-Zero, with loopings, "corkscrews", and all those headache manouvers.
Triangles should be enough just to make the track smooth, something under 20k will do. Other details will be normalmapped.
![;) ;)](https://polycount.com/plugins/emojiextender/emoji/twitter/wink.png)
This is my basic workflow (I'm not sure if it's good or not):
- Create a Spline to define the track line
- Create another Spline to define the track section
- Use Loft to extrude the section along the track line
- Change Scale and Twist deformation to adjust it and create loopings, etc
Et voil
Replies
http://www.polycount.com/forum/showthread.php?t=66992
http://www.polycount.com/forum/showthread.php?t=67577
http://www.bobstrackbuilder.net/
Also how about you post some screens of what you already have? Might make things easier for people here in order to help.
Sorry about missing screenshots, here they are!
The track looks a bit blocky, it's my fault!
Currently I got nothing more than this. It's just a simple terrain and a big Loft object, with mapping applied all over the length (spiced up with normals, self-illumination and specular, you see).
You can clearly notice the repetitiveness of the track, it's the same shape and design along all the path! It really needs some variations, so I'm looking for the best way to do them without having to mess up for too much time.
The Path Parameters rollout of the Loft object seems great to apply different shapes to it (I tried, and it works well with simple shapes), but when I need to do a transition between a flat section and an half-pipe section, the mesh deforms in strange ways. Sounds like every section should have the same number of verts to deform well, and they must be quite aligned.
Also, mapping different shapes all togheter could be really time consuming and annoying... And thinking better about it, I don't know a faster way to map a texture over a long and complex Loft shape. I would just use an Unwrap UVW modifier (and I will lose all the parameters if I change something in the Loft)...
I'm thinking to break the track in different parts (each one with its shape) and then map them separately. I think it's also quite important to have good transitions between the different shapes, so I'll work more to optimize the sections.
How can I say, I have sort of an idea on how to work with it, but I don't feel very sure. I'm just looking for some tips about how you would work on it!
autodesk maya also has similar tools but alias is really useful for making cv curve sweeps with precise control on how your surfaces sweep. i have made several tracks with it then brought them into max with fbx (using autodesk showcase as the middle man), and then have put them in gta games :>
i have also nearly finished making a wipeout kit which works with scripts in the multi theft auto multiplayer mod for san andreas, and it uses matrices so you can literally build your track like in roller coaster tycoon. i feel none of this would be possible without alias to generate the mesh and uv's, and with such accuracy.
couple of screens
-- screens temporarily unavailable --
Wow, so it's you the one who made that mod? I randomly found it some days ago while googlin' for some help... It's really insane, it catches me! Great work indeed!
The only thing that I could say is that your tracks appears to be visually repetitive just like mine (same texture and shape all along the circuit). I won't consider it a problem for you since it's "only" a mod, but I need to make a decent presentation for a new game and I want it to be enough appealing to watch. Anyways I'm going to save the screenshots for further inspiration!
Also thanks for the suggestion about Autodesk Alias, I never heard about it! It looks really powerful for this kind of works. Unfortunately I don't have so much time to learn a new software (although it's easier than Max), but surely I'm going to try it.
_ _ __________________________________________________________ _ _ _
"Less talk moar art", so this is what I got so far, on a brand-new, shorter track. Me and the head programmer were not very happy with the pervious one. Sorry for the creepy shadows!
Full view
Jump and chicane
30° pipe section
Different section shapes (with high right barrier, standard and without barriers)
This is the workflow I used to obtain this:
I stopped here today (you may notice also the mapping and smoothing seams between one section shape and the other). I think that after the unwrap is done, I will make an unique big track object, weld everything togheter and adjust the connections between one section to the other. It should be fine!
Sorry for the long post, but I prefer to explain well what I'm doing.
Hope that made sense.
Obviously there will be lots of side elements, but I would like the track to be nice to see. I think that even a simple change of the texture could help.
It's far from perfect, but I guess it's quite nice at this point.
I want it to be even more lifely, adding more props, lights, advertising panels, props, etc etc. It should came out quite good, I hope...