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| How many segments do you use for a standard track 500-400m? |
| 20-30 |
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| 30-40 |
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| 40-50 |
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| 50-60 |
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| 60-70 |
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| 70-80 |
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| 80-90 |
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| 90-100 |
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Urnemanden

Joined: 11 Aug 2008 Posts: 12
Location: Denmark
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Posted: Tue Nov 18, 2008 7:18 pm Post subject: Segment Length and width |
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Hello!
I was just wondering how many segments you are using to create your tracks (standard 400-500m)?
I tried to use 20x20, but that was not enough if you make 90 grade turns instead if squared.
Please post your opinion and maybe your results about it 
_________________ Urne |
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Killer Wheels
Joined: 03 Dec 2006 Posts: 20
Location: France
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Posted: Tue Nov 18, 2008 10:07 pm Post subject: |
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Huh ?
What are "segments" in a track ? |
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Urnemanden

Joined: 11 Aug 2008 Posts: 12
Location: Denmark
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Posted: Wed Nov 19, 2008 6:42 pm Post subject: Explaination of what segments is |
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Segments is the lines that goes from one point to another on every model. Segments indicates how high-poly you want a 3D model to be. (loook at the picture).
I am making my first test track in 3ds max, so i need to know how many segments people usually use when creating their plane. the track should use smooth corners and a path wich i tried to make here:
But as you can see, i am running out of segments, so i need to know an other way or at least how many segments you use to start the landscape+path.  _________________ Urne |
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Killer Wheels
Joined: 03 Dec 2006 Posts: 20
Location: France
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Posted: Thu Nov 20, 2008 7:48 pm Post subject: |
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Well... I think you can test this way but that's not a really good one to make tracks.
The result when using these "quick" methods are quite boring and flat tracks with no background...
Having an idea of the result you want will help to avoid this, and a basic knowledge of how works 3ds max. Try some tutorials before, or refer to the max Help file (F1).
All you have to know is that 16000 triangles is the max limit of solid surfaces. |
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Urnemanden

Joined: 11 Aug 2008 Posts: 12
Location: Denmark
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Posted: Thu Nov 20, 2008 8:15 pm Post subject: |
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I don't really agree with you. I can always move the polygons in the Y axis after merging all meshes together.
Here is the final result of the Racing Line + Landscape:
I didn't finish UV Unwrapping the landscape yet, but the racing line is ready. I only needs to move and edit the polygons in the Y axis, and then i need to make accessories such as hedges, plants, trees, walls, etc.
What do you think?  _________________ Urne |
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Killer Wheels
Joined: 03 Dec 2006 Posts: 20
Location: France
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Posted: Thu Nov 20, 2008 9:35 pm Post subject: |
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You do it the way you like. Now all I have to say is "Wait&See".
Good luck  |
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Urnemanden

Joined: 11 Aug 2008 Posts: 12
Location: Denmark
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Posted: Fri Nov 21, 2008 6:31 am Post subject: |
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Thank you very much Killer Wheels. I hope im going to see some more tracks from you too.  _________________ Urne |
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Urnemanden

Joined: 11 Aug 2008 Posts: 12
Location: Denmark
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Posted: Fri Nov 21, 2008 11:11 am Post subject: |
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OK. i UV Mapped and Unwrapped all the landscape, but i still haven't edited anything in the Y axis. Here is the result:
Now, hilaire9 said to me that i could connect the meshes by using Files -> Merge, but i think he misunderstood my question. Does any of you know how to connect the Racing Path and the landscape together?
(Click here for example) _________________ Urne |
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Killer Wheels
Joined: 03 Dec 2006 Posts: 20
Location: France
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Posted: Sat Nov 22, 2008 7:42 pm Post subject: |
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Manually...
As I said to you, some ways are easier than others. But you can achieve what you want using only one of them. So try to fit your original idea using basic methods, and you'll probably find another one the next time you'll want to achieve something like this.
A really good solution is to know what you want to achieve, not how. Then you'll learn quicker than ever.
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