What method are you using to make Kerbs?

Discussion in 'Tracks' started by LockeNessMotorsports, May 22, 2018.

  1. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Hey,

    So I've got allot of reference today and I've done my curbs but I'm not hugely happy they just don't look how I want them. are you extruding from the track or using loft? At the minute I'm pointing to loft as I don't really need to smooth it as it follows the shape.

    The issue with extruding I find you need to smooth which then ups the poly count from 150 polys to 1k+ I was just interested to see what others methods other people are using on here :)

    Cheers, Jack
     
  2. Johnr777

    Johnr777 Active Member

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    Depends on how much detail you want... how much kerb profile your track has, etc.

    Mosport has about 7 different shapes, some more agressive than others, simple, detailed, cracked/split... So I created 7 shapes to loft with.

    If its something that's really important to your track, 1000 polys might be worth it ;)

    shot29.jpg
     
    luchian likes this.
  3. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Looks good yeah, I think loft is the way forward extruding is not ideal for me as my track without smoothing is too low poly and makes them blocky without smooth. Lofting works differently in Maya to max i prefer Max's method in maya you need to have two splines and loft between them.

    The only difficult part with loft is getting the part that joins the track to sit at the right height without moving verts individually, are you using a tail of some sort that goes under the road or not?
     
  4. Johnr777

    Johnr777 Active Member

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    No, i don’t need to create a new spline... I select the edges on the side road I want the kerbs to be created on, then once I have the edges selected, I choose the option to create shape from selection... done spline created. Sitting right where it’s supposed to be, then the loft can be placed on either side of the spline following the road contours and banking .
     
  5. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Maya works similarly I know the create shape from selection tool i love that tool, in maya it's convert polygon edges to curve and does the exact same thing lofting is different in maya you have to have two splines one opposite the other so you offset the spline. It's similar to the surface modifier in Max i've found the way now I think pretty much, I do my splines extrude the curb up if it needs thickness, delete bottom faces and keep the front faces on the curb so i can move the edges up depending on how much i want it to stick up from the track surface.
     
  6. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Using loft I've got a pretty good result I'm happy with :)


    upload_2018-5-24_16-11-32.png
     
  7. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Using the front and back faces aswell I can adjust verts to give it a lip and keep secured to the track edge :)
     
  8. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    I made one change deleted the front faces now and they sit way better I'm just using edges to give the middle the rounded shape and height and an edge near the back so I can drag the back down and into the ground on lifted curbs.
     
  9. Johnr777

    Johnr777 Active Member

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    Good stuff! Post some in editor or in game shots!
     
  10. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Some KS editor shots for now, I'll get some ingame when i get a version in.

    upload_2018-6-2_16-1-54.png


    upload_2018-6-2_16-2-13.png


    upload_2018-6-2_16-2-30.png
     
    Willy Wale and Kibbutz like this.
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