Track Mesh

Discussion in 'Track Modding' started by steveluppino, Mar 5, 2016.

  1. steveluppino

    steveluppino Registered

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    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.
     
  2. Woodee

    Woodee Registered

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    Maybe use the splines from each side of the old track, then loft a new one with a tighter mesh?
     
  3. steveluppino

    steveluppino Registered

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    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.
     
    Last edited by a moderator: Mar 5, 2016
  4. Woodee

    Woodee Registered

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    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
     
  5. Gijs van Elderen

    Gijs van Elderen Registered

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  6. steveluppino

    steveluppino Registered

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  7. Bink

    Bink Registered

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    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).
     
  8. steveluppino

    steveluppino Registered

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    Anyone Know of any Youtube videos to watch?
     
  9. Gijs van Elderen

    Gijs van Elderen Registered

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    Scroll back to post nr5 and click on the link.

    Or use the forum search bar and type in : "smooth mesh"
     
  10. Mario Morais

    Mario Morais Registered

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    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
     
    Last edited by a moderator: Mar 7, 2016
  11. SJ_

    SJ_ Registered

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    This has worked wonders for me, the section you'll want to look at is a couple of minutes in.
     
  12. Nuno Lourenço

    Nuno Lourenço Registered

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    I was about to posting this but SJ_ anticipated it :). Thanks
     

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