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a_insomniac

Modeling a 3D Race Track

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I have been thinking about this for awhile and wanted to get some opinions on how one would go about creating a fully immersed enviorment in 3dsMax (insert your APP is applicable) for a 3D racing game. Just to clear some misconceptions, I have been modeling for a few years off and on and Im very comfortable with Max. So my problem isnt application specifc yet it is more of an implementation/theory issue. Hopefully you are all familar with Pysgnosis''s WipeOut series (The 3D anti - gravity racing games) or the now ever popular Ballsitics 3D racer by GRIN. Those are the generes Im refferring to. |---------------------------------------------- What I am trying to figure out is this, A. Would I just start to create the entire world with in max as say one model with many pieces? I.E Terrarin, mountains, road, bldg''s, artifacts etc and export it out a one level or B. Would I just build each piece sepererately so they can be placed in 3D space seperately in code during the game rendering process? |----------------------------- Secondly, I am also trying to figure out proper measurements... A. Should I use real world measurements for the roads, buildings, etc such as miles, km, etc -or- Is there a better way to figure out the correct dimensions for this? I hope I havent confused anyone and any help would great! Thanks

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quote:
Original post by a_insomniac
What I am trying to figure out is this,

A. Would I just start to create the entire world with in max as say one model with many pieces? I.E Terrarin, mountains, road, bldg''s, artifacts etc and export it out a one level

or

B. Would I just build each piece sepererately so they can be placed in 3D space seperately in code during the game rendering process?

|-----------------------------
Secondly,

I am also trying to figure out proper measurements...

A. Should I use real world measurements for the roads, buildings, etc such as miles, km, etc

-or-

Is there a better way to figure out the correct dimensions for this?
First, build the geometry with the idea that it can be cloned. Look at the old racing games for the NES. They had track editors, build the simple peices, THEN put them together in the engine. I don''t know what engine/process you are using, so it will vary.

Don''t make things scale. For some reason they seem to be smaller in 3D space. Look at Max Payne for instance. Nothing is "real-world" scale.



Lamont G.
CG Artist
San Diego CA

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I remember reading article about Wipeout.

The game was model using Softimage3D. They started out with some sketch of the track, and it seems they just build them all into one scene. I assume, they have several artists working on different parts and put it together into one scene. Then they did some fly through too make sure there are no problem.

I am not sure how they structured their data for the game engine though.

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