LSeverino
New Member
Hello guys. I'm Luiz Severino. Brazillian, middle-aged. Eng is not my native lang so i'd like to apologize in antecipation.
And i put myself together to start my first ever track. Zero track creating exp. Few more then zero exp with modelling.
After some hours of research, i've decided to start with googlemaps capture as a base. Here's our target: this narrow (7m average) but twisty city environment.
Around 10m of elevation change, a reasonable straight, a tunel it's seasided... and, of course, it used to be somewhat of a vintage point of ilegal races in late 70s~early 80s.
With this given intro, hands at work.
Qrender captures already made it to blender.
The basic layout is drawn. Already scaled and with the slight elevation change done.
Of course i intend to insert the Y trees, racing enviroment objects and track equipment like barriers and guardrails.
Even because it doesn't seems a good idea to race near a 10m cliff relying upon brazillian prefectures standard protection.
Nope. Definitelly not a wise idea. But what a stunning view, hu?
But now, as this is a modding forum, allow me to make some questions.
1) About layout design: i've opted for drawing vertice-pair to vertice-pair. Starting from a plane and extruding one of the sides until the next bend of the layout, and traingulating the corners at the closest possible scale. Upon the time of importing the fbx to kseditor, will it be a problem? Should i redesign the tarmac mesh with the more traditional path>modifier method?
2)I've beeen modelling the trackside objects from scratch, like these tecpros and concrete barriers:
But isn't there somewhere online i can find premade objects, preferably the ingame AC assets? I'm specially interested in the tyre barriers.
For the moment, that's it. Thanks in advance for reading and keep following my lil' project progression.
And i put myself together to start my first ever track. Zero track creating exp. Few more then zero exp with modelling.
After some hours of research, i've decided to start with googlemaps capture as a base. Here's our target: this narrow (7m average) but twisty city environment.
Around 10m of elevation change, a reasonable straight, a tunel it's seasided... and, of course, it used to be somewhat of a vintage point of ilegal races in late 70s~early 80s.
With this given intro, hands at work.
Qrender captures already made it to blender.
The basic layout is drawn. Already scaled and with the slight elevation change done.
Of course i intend to insert the Y trees, racing enviroment objects and track equipment like barriers and guardrails.
Even because it doesn't seems a good idea to race near a 10m cliff relying upon brazillian prefectures standard protection.
Nope. Definitelly not a wise idea. But what a stunning view, hu?
But now, as this is a modding forum, allow me to make some questions.
1) About layout design: i've opted for drawing vertice-pair to vertice-pair. Starting from a plane and extruding one of the sides until the next bend of the layout, and traingulating the corners at the closest possible scale. Upon the time of importing the fbx to kseditor, will it be a problem? Should i redesign the tarmac mesh with the more traditional path>modifier method?
2)I've beeen modelling the trackside objects from scratch, like these tecpros and concrete barriers:
But isn't there somewhere online i can find premade objects, preferably the ingame AC assets? I'm specially interested in the tyre barriers.
For the moment, that's it. Thanks in advance for reading and keep following my lil' project progression.
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