lockey1995
Registered
Hey,
As the title suggests I'm a complete novice to rf2 track modding, I've done tracks for assetto corsa no problem as i managed to find threads with step by step instructions which made it easier for me. I have done a bit in this engine but that was over a year a go and I've not touched it since so I'm back to square one.
I've done some searching on here but I've just ended up completely confused I would just like a more step by step approach to know what I'm doing. My modeling software of choice is maya but from the digging around I have done on here i think I'm going to need max 12,17 or 21 for exporting out using gmt plugin? if there is a way of doing it in blender I think it would be easier for me to just grab that.
Anyway the other small bits I've found out is gjed now outdated totally and you've moved to pbr?
I texture with Substance Painter and do bits in Substance designer also
So here's the list
.How do i even start at exporting a track out, folder structure wise and getting it into the game?
.Assigning materials and material setup in general?
.How to set up spawn points in ac we use cubes as dummies?
.Naming conventions for grass, road, kerbing, walls etc (I:e ac uses 1ROAD,2ROAD 1KERB 2 KERB 1GRASS) etc
Pretty much a get started quick guide is all i need when I've done it once I think i will be fine, it's just doing it.
I have a test scene modeled inside of Maya i just have no idea what I'm doing next aha, any help would be greatly appreciated I'd say I'm more a 3D modeler more than a "modder" aha
Cheers, Jack
As the title suggests I'm a complete novice to rf2 track modding, I've done tracks for assetto corsa no problem as i managed to find threads with step by step instructions which made it easier for me. I have done a bit in this engine but that was over a year a go and I've not touched it since so I'm back to square one.
I've done some searching on here but I've just ended up completely confused I would just like a more step by step approach to know what I'm doing. My modeling software of choice is maya but from the digging around I have done on here i think I'm going to need max 12,17 or 21 for exporting out using gmt plugin? if there is a way of doing it in blender I think it would be easier for me to just grab that.
Anyway the other small bits I've found out is gjed now outdated totally and you've moved to pbr?
I texture with Substance Painter and do bits in Substance designer also
So here's the list
.How do i even start at exporting a track out, folder structure wise and getting it into the game?
.Assigning materials and material setup in general?
.How to set up spawn points in ac we use cubes as dummies?
.Naming conventions for grass, road, kerbing, walls etc (I:e ac uses 1ROAD,2ROAD 1KERB 2 KERB 1GRASS) etc
Pretty much a get started quick guide is all i need when I've done it once I think i will be fine, it's just doing it.
I have a test scene modeled inside of Maya i just have no idea what I'm doing next aha, any help would be greatly appreciated I'd say I'm more a 3D modeler more than a "modder" aha
Cheers, Jack