View Full Version : Modelling : Racetrack
Giles3 04-25-2003, 05:33 AM Hi :wavey:
What would be the best way of modelling a Gran turismo like race track?
Just with like a noised terrain - few bridges etc etc
Thanks :buttrock:
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BartW
04-25-2003, 09:42 AM
What makes a GT track different from any other track ? I never played GT, but I can tell you all about track building.... :)
Giles3
04-25-2003, 09:48 AM
Nothing special.
Libor
04-25-2003, 02:07 PM
I have never done any race track but it should be done via lofting a spline along spline representing race track "trajectory" so you get something like binder object. If you make it wider than your race track with a lot segments you can then transform redundant polys into terrain. Then just add some objects like trees, houses, fences etc.
BartW
04-25-2003, 07:25 PM
If it's a simple layout lofting is fine, but if you're doing an accurate/realistic track, you better split it up in as much sections as possible. Another trick is to make a spline with a few different sections (meaning verges, tarmac, etc) and use array to make it very long & then use pathdeform with the spline/path.
Convert it to a editable poly and build the rest of the track from that point.
But I feel that doing it in one go gives weak results. Poly usually overlap eachother in tight corners, so personally I'd really do it in sections. Make a scheme of your track and see if you can do seperate lofts/pathdeforms and connect those afterwards.
This way it's easier to concentrate on getting certain parts right.
But with tracks that have elevations I always make one spline for the whole track, with the elevations, in case I need a path.
Also make sure you work out a basic texture for your tarmac from the start of your project, cause you really don't want to texture the tarmac manually.....it's really annoying to get all lines to line up right. :)
Hope that helps a bit. If you need any specific info just ask.
Giles3
04-25-2003, 09:11 PM
Thanks Alot - Ill try it when I got a bit of time.
ssyed
04-25-2003, 11:47 PM
if u want a GT style track i don't suggest lofting, because most 3d engines do not support lofting , for map objects, u could make it a model but then collision detection sucks, if u want it for Realtime 3d use chucks and rotate them , it depends on what 3d engine ur using really , but if this is for like rendering don't pay attention 2 what i said
ssyed
04-25-2003, 11:47 PM
if u want a GT style track i don't suggest lofting, because most 3d engines do not support lofting , for map objects, u could make it a model but then collision detection sucks, if u want it for Realtime 3d use chucks and rotate them , it depends on what 3d engine ur using really , but if this is for like rendering don't pay attention 2 what i said
Libor
04-28-2003, 08:16 AM
Originally posted by Bart - GPLEA
Another trick is to make a spline with a few different sections (meaning verges, tarmac, etc) and use array to make it very long & then use pathdeform with the spline/path.
Bart, could you explain it a bit? Im guite lost now:surprised
What do you mean by using array?!
Im very interested in this method! Thanks in advance:beer:
BartW
04-28-2003, 11:35 AM
Well, lemme try to be a little less confusing ;) If it doesn't help I'll add some screens to make it clearer :)
First: the idea is to make the track texturing as easy as possible. When you have tarmac that has white lines that have to line up, just lofting doesn't always do the trick for me. (but this is all just a personal thing ofcourse, perhaps there are much better ways to model a track).
So this is how I often do it, step-by-step. Maybe a bit too detailed, so please forgive me all the silly remarks ;)
1. I take a picture of the track layout as ref/background in top view. If you can find a map that has a real scale you might as well use it to work in the right scale from the start. Also make sure you work out the elevations from the start.
2. Draw a spline in top view. It's not easy to say how many vertices you should end up with, but too few means smooth elevations and corners. Example: some tracks have downhill parts that have bumps or horizontal bits - something you would certainly notice while driving. So 'enough' for all the main elevations is the right answer here ;)
3. Change to side view and work out the elevations, one by one. But start with the main height differences, cause otherwise you might be completely off at the end of the track ;) So like with all 3d work, do the main stuff first, the details afterwards.
4. The spline should be done now. This will be the path for all the things you do from now on. You might as well make a few clones incase your only spline ends up being linked to your track (I always keep one spare path hidden in case till I'm done).
5. in side view draw a horizontal spline. One segment is enough, cause that will be our tarmac, but you can also do 3 segments, with the middle one for tarmac and the other two for verges.
You can also make a plane with 3 poly's and texture those.
6. if you do a spline, you should loft it in a straight line, so you end up with loooooong straight road. If you do a plane, use array to get the same long straight road, but don't forget to weld the vertices together (if your plane is 10 units long, use array to copy it with steps of 10 units, so they all fit perfectly).
7. Now make sure it's textured now, cause it's straight. One small 256x256 tarmac texture should be enough. When you're done convert it to an editable poly or mesh, whatever you like best.
8. Apply the PathDeform modifier (The one under Object Space Modifiers, not the World modifier), and pick the spline you created first as the path. Change the axis in the modifier window if required.
9. Go to gizmo level (right click in the viewport -> subobjects -> gizmo) and scale the gizmo until the end and the start of the track fit together. Weld those vertices.
If you are making it at the right scale, just go back a few steps and make your loft/plane longer or shorter so that it covers the whole spline.
10. I convert that to editable poly or mesg again, and start adding terrain. Easy :)
But I usually split the spline up in sections and take each track section or corner at a time. Depends what you like best.
Also, thight corners sometimes have overlapping polys. Make sure you move those around a bit.
Hope that helps :)
Libor
04-28-2003, 12:27 PM
Thx Bart for so in-depth info, much appreciated:cool:
Now everything is clear!!
Btw are you working on racing games as a 3d artist?
Giles3
04-29-2003, 04:43 AM
Ywh - Thanks Alot! :thumbsup:
BartW
04-29-2003, 10:25 AM
You're welcome, glad it's of help :)
The race games are just for fun - I'm with a group that makes addons for the game Grand Prix Legends.
gplea.org (http://www.gplea.org)
We've come a long way over the last four years, but the polycount restriction is really very low. :(
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