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a racing track in 3dmax

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what is the best techniques to model a racing track in 3d max ? i am doing graphics for a racing game similar to XG3 or Wipeout and im trying to find the perfect way to build the track. how would you do it ? I tried several techniques but none seem to be flawless, remember that those kinds of racing games have a lot of curves , hill and even loops.

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im not very familiar with max, I use maya, but if I could suggest something, layout a rectangle, (or make one) that will be the base for the track, and bend the mesh till it makes a hill. Make sure its really low poly, (it helps load times and prevents alot of lag), then extrude (or whatever you do in max) the edges out about 2 grid spaces out. Then, use textures for almost all the detail. I did some tracks for a racing game alot like wipeout, and I made a square, textured it like about, than I duplicated it a whole bunch, bending and stuff, until it looked good. Thats probably bad advice, but that is how I did it...

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I say just make a box in max maybe 4 length and width segments, turn it to an editable mesh, select the vertices of one of the long sides of the box, lower those vertices to your liking (to angle the track) then just slect each segment and make the track bend. this would work for bending tracks, for regular tracks just do the angle part only nad you'll be fine.

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Call me strange, but wouldn't the best way to make a Wipeout style track simply be to take a curve and sweep it along a rail? I mean, why make it any more complicated than that?

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Quote:
Original post by zer0wolf
Call me strange, but wouldn't the best way to make a Wipeout style track simply be to take a curve and sweep it along a rail? I mean, why make it any more complicated than that?


you are not strange :) its one of the techniques is tried. What i did not like is that it looked liked a hot wheel race track but i guess you have to further edit it to make it look good.

its the technique i have been using actually.. i just wanted to see if someone had a better idea

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I can't think of anything that would be "better". I suppose it is a preference sort of thing, though. I like fast, good results and so I'm going to go the route that is going to give me something the quickest that'll give me something to work with. The swept rail curve will give you an immediate workable track that can then be molded into something wicked.

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yo man


but it'll be very kind if you ppl can tell me how to import any max obj into any c or cpp game,i mean how can i call the max file ...by codes.


looks like you ppl are able to answer this.

well for free models in max checkout:www.3dkingdom.org


..........waiting for any reply...

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As far as I know, you can't just call a .3ds object from c or cpp, usually exporters for any game engine modify or compile the model and its various layers of texture/IK/animation sequences and then the code calls on that object with various modifiers (initial state, allowable animation sequences, etc)

If you did manage, that'd be the easiest game to build skins for ever to hit the scene :)

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Quote:
Original post by tomahok_kruze
yo man


but it'll be very kind if you ppl can tell me how to import any max obj into any c or cpp game,i mean how can i call the max file ...by codes.


looks like you ppl are able to answer this.

well for free models in max checkout:www.3dkingdom.org


..........waiting for any reply...

No thread-hijacking, please. Open a new thread in the appropriate forum, please.

Thanks,
Pat.

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Guest Anonymous Poster
I would say the best way would be to make a spline and then extrude your track shape along that path. Then click the optimize button.

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yo man

hey darookie it's true & i'm not wanna hizak this thread so really sorry for

this question i ask here.. and i'm thankful too for atlist answring me.

i'm surely going to start a new thread..& i hope you ppl surely will help me

as you ppl did here..




really thnx.......

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I would probably create a spline for the track, and turn that into a flat, hotwheels-like track. Then I would extrude that down, and scale the base, so the edges slope a bit. Then I would overlay/merge this track with a heightfield that I created using a Plane primitive with fairly decent tesselation (100x100 vertices, say), and displaced using Soft Selection vertex editing and/or the Noise modifier. Then I'd optimize the whole thing, and add more detail geometry (rails, etc).

Note that making good-looking tracks is usually a matter of spending a lot of time on it -- there's no "magic bullet" to good-looking art.

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Guest Anonymous Poster
hplus0603 -> is there an easy way of merging/overlaying the track and the landscape in 3dsmax, or do you mean by manipulating the individual track vertices?

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You might try bi-rail lofting as well....though I'm not familiar enough with max to tell you how to do it. I don't think you can do it using splines...or if you can could someone please tell me how..?..;) ...but you may find that functionality using nurbs. The advantage would be that you have two rails that you can push and pull around to break up some of that uniformity that I think is bothering you....anyway, like I said I don't know if you can do it in max, but it could be worth looking into.....

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yeah despite that its not perfect using loft turned out to be the best way. You can always use the mesh editor to fine tune it. Now i need to export successfully to ogre using the octopus scene editor , wich sucks ! i spent like 2 weeks trying to... i decited to wait for that new exporter that is comming soon for 3dmax.

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