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Track making summary ???

Started by Ride, March 17, 2012, 05:42:26 AM

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Ride

Hey guys,

Just wondering if someone can do a bit of a general track building summary of the main steps to creating a track for KRP (in my case I will be using 3DS Max).  It doesnt have to be a detailed how to guide but just something to get a new track builder started so that they can then research the finer details of each step as they need to.

This would be very helpful to someone like myself who doesnt know where to start.

Thanks very much!

Ride

Anyone?

Just want to know where to start.

Thanks

maxrod

look on this forum and you will find all you need to know.

Ride

I think I have read just about every post on this forum and it seems like most people have hit the ground running and already have some idea of where to start.

Maybe I have missed something....

EVO

There is many things to explain about my track creation technics, but basicly :

1) draw the track with a spline, on top view in 3dsmax. 
2) convert points of the spline as "bezier corner" (mouse-right click)
3) work with beziers to make nice curves
4) in front view, draw your track profile with a spline
5) in top view, select your track spline
6) In right side menu, don't select "Standard primitives" but "compouns objects"
7) Select "Loft"
Select "get shape"
9) select your spline-track profile in front view ->your track is created.

after that, you can edit your mesh : select "Skin parameters"
Edit Shape steps and Path step to control polycount.


i  forget who told me this
To download all my dashes, airboxes, tracks, and more
click here or see my personal website

Ride

Thanks very much EVO, that should get me far enough to come and bug you with more questions  ;)

EVO

I think Maxrod told me this, if i cant answer ur questions im sure he can, but i will do my best first
To download all my dashes, airboxes, tracks, and more
click here or see my personal website