![]() ![]() Click to create a vertex only when necessary, create the minimum number of vertices you can get away with. Draw the line down the centre of the pavement. Start creating a standard line (spline) and set the vertex type to "smooth". Then you can uniform scale it to whatever size you need, without worrying about messing up proportions. UV map the plane using the “fit” and “bitmap fit” functions to get it mapped proportionally correct to the plane. Assign the track map material to the plane and lower it 10 meters down so it’ll be out of the way of your work. It will be used as a template for tracing the tracks path. Create a flat plane roughly the size of the track(top view, obviously). Get a good map of the track that is to correct scale and set it as a diffuse map on a material. Getting the scale correct is pretty much a lot of guesswork unless you know for a fact that, say, the front straight is exactly 1200m long. To start with, get your units set to meters in Customize - Unit setup. Unfortunately 3D Studio is commercial software and is not available to download legally on the net so you'll need to find another, hopefully, inexpensive source. This tutorial has been extensively edited to rF track editing and was originally made for SCGT and F1Cįirstly, you’ll need to be using 3D Studio MAX because Zmodeler won't cut it in this case. ![]() The text below is an edited version of JPS's postings giving an introduction to Track Editing. ![]()
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