IvanThaDriver
11-03-2006, 06:30 PM
Hello everyone!
I am making my very basic steps in 3d modelling and track creation aswell. Usual way of creating rally stages which I encountered bases on generating loft around road spline, then extruding edges to create roadside and a wall with forest texture for example (visual effect stays ok until you don't find your car above trees) - like here
http://img70.imageshack.us/img70/7320/tunnelstage1te7.th.jpg (http://img70.imageshack.us/img70/7320/tunnelstage1te7.jpg) http://img273.imageshack.us/img273/2609/tunnelstage2tl8.th.jpg (http://img273.imageshack.us/img273/2609/tunnelstage2tl8.jpg)
Or create mountains by collapsing "wall" vertices and chamfering etc (or anything like that - typically quite a lot of manual work) - here is an example of my first track experiment done this way
http://img290.imageshack.us/img290/6322/itdfantasyhillclimbcitykc7.th.jpg (http://img290.imageshack.us/img290/6322/itdfantasyhillclimbcitykc7.jpg)
This concerns "tunnel like stages" from point A to B.
Instead, I was interested how to create big open areas (compare freedom of movement to a big city a'la GTA) without "holes" anywhere so there wouldn't be physics artifacts happening like cars falling below the ground rotating to hell etc. Also I wanted a way which would allow natural, intuitive and spontaneous surface modelling (including the road) without being "sentenced" to certain road spline (soft selection or displacement maps etc). This is what I found on my own so far (I quote small "pseudotutorial" I made some time ago - I need to split it into 3 posts because of image number per post limitation) :
I am making my very basic steps in 3d modelling and track creation aswell. Usual way of creating rally stages which I encountered bases on generating loft around road spline, then extruding edges to create roadside and a wall with forest texture for example (visual effect stays ok until you don't find your car above trees) - like here
http://img70.imageshack.us/img70/7320/tunnelstage1te7.th.jpg (http://img70.imageshack.us/img70/7320/tunnelstage1te7.jpg) http://img273.imageshack.us/img273/2609/tunnelstage2tl8.th.jpg (http://img273.imageshack.us/img273/2609/tunnelstage2tl8.jpg)
Or create mountains by collapsing "wall" vertices and chamfering etc (or anything like that - typically quite a lot of manual work) - here is an example of my first track experiment done this way
http://img290.imageshack.us/img290/6322/itdfantasyhillclimbcitykc7.th.jpg (http://img290.imageshack.us/img290/6322/itdfantasyhillclimbcitykc7.jpg)
This concerns "tunnel like stages" from point A to B.
Instead, I was interested how to create big open areas (compare freedom of movement to a big city a'la GTA) without "holes" anywhere so there wouldn't be physics artifacts happening like cars falling below the ground rotating to hell etc. Also I wanted a way which would allow natural, intuitive and spontaneous surface modelling (including the road) without being "sentenced" to certain road spline (soft selection or displacement maps etc). This is what I found on my own so far (I quote small "pseudotutorial" I made some time ago - I need to split it into 3 posts because of image number per post limitation) :
