Hi everyone, I was wondering if anyone could take the time to explain how to replace an existing track mesh (or part of a track) with a new one in 3ds max. The old one looks like this: View attachment 19501 I want it to look like this one: View attachment 19502 Thanks.
Yeah, but how and with what, is that Trackmaker? Could you take us through some steps perhaps? How to get rid of old mesh, etc.
In 3ds max If the old track is all joined together, then you will be able to select the "border" and convert to a spline/shape. Once you have the two splines (inside and outside) attached as one shape, you can use a surface and sweep modifier to get a mesh. I think that will work. Sent from my Nexus 7 using Tapatalk
http://isiforums.net/f/showthread.php/25604-HOW-TO-Smoothen-road-mesh-in-3ds-Max Everything seems so complicated in Max... (To me)
Think I scripted this process... not sure what or where the script is... but manually, it would be something like this: <top of mod stack> ePoly surface crossSection <bottom of mod stack> -- Like the poster above said, select the track edges (one at a time) and convert to spline shape. -- The spline(s) cannot be "closed" for crossSection mod to work properly (remove the last segment on each). -- (you'll need to manually connect end of track to start when finished). -- The splines need to be made to have the proper distance between the spline 'knots' (dist = length of track surface quads). -- To do that, you can use the Normalize Spl. modifier (set the segment length to ~2m). -- Spline 'knot' #1 on each spline needs to be directly across from each other on the track. -- For the next step, it needs to be a single spline-shape ... left side edges became spline index 1, right was spline index 2. -- (you need to 'attach' them into a single spline-shape with 2 spline indices) -- CrossSection modifier is applied to the (selected) spline(s). -- Surface mod gets put above the crossSection mod. -- (Took a while of messing with the mod panel parameters for the surface modifier to get it right.) -- Epoly modifier gets applied on top of the surface mod. -- Don't remember how I got the side-to-side divisions to be 2m.... may have scripted that as well. -- (all side to side edges selected, and divided by verts, then verts selected and 'connect' command... ? ...) -- Eventually you 'collapse' the stack, and you've got a quad surface (2m x 2m) as an ePoly. I've done this on several rf1 tracks that I needed to make into rf2 test tracks (with 'proper' quad surfaces).
Scroll back to post nr5 and click on the link. Or use the forum search bar and type in : "smooth mesh"
You can use my tool SplineTrackmaker If you want a try-out can use Trackmaker_free. http://www.mediafire.com/download/ucvaeermvu88a9c/Trackmaker_free.zip