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Pages: (4) [1] 2 3 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Creating a road

 [3DS Max][Modeling]
 
xrk  
Posted: Thursday, Oct 26 2006, 16:16
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Making and texturing a road piece
Using 3DS Max 7
Click any image to see it full size.


In the perspective viewpoint, Press Alt+W and then create a plane

Length - 10
Width - 20

(press F4 to turn edged faces on)
This will end up the correct size in-game for a road piece with a lane each way

Length - 2
Width - 4

user posted image

Convert to editible poly and select ploygon sub-object level or press 4
then select half of the plane and extrude -0.12

user posted image

You will get some unwanted faces from the extrude, delete those.

user posted image

Get your textures and put them in a folder on your desktop or something, Im using two from Sa,Now select the pavement and kerb faces and drag the relevent texture from the folder onto the selected faces
and go to the modifier list and choose UVW MAp.
then in the new parameters panel click Face

user posted image

...but the textures are wrong and needs to be fliped so check the U Tile flip box.

Convert to editible poly, then select the kerb faces and go back to the modifier list and select Unwrap UVW.
Now in the parameters panel click on the Edit button to open the edit UVW's window
then just move and rotate till it looks right
(To see your texture in the background select it from the list in the top right corner of the edit uvw window)

user posted image

for mine I had to rotate 90 degrees clockwise,
select the two verts on the right and move them closer lining them up with the kerb on the texture, then flip horizontal and vertical

user posted image

convert to editible poly again and texture the road the same way as the pavement

Now select and clone the object,
(Ctrl+V or hold left shift and click once on any axis on the move gizmo)
then mirror on Y axis and line it up with your original object

user posted image


Attach both objects together using the attach button in the edit geometry menu
then go to vertex sub object (press 1), select the center verts and wield

user posted image

Now
turn off vertex sub object mode and Go to the top viewpoint (prees T), hold left shift and move on the X axis to create a clone lining it up with the original
(as close as possible for when you wield together)
and in the box that appears set it to about 50 copies.
The amount will depend on the length of road you are making.

user posted image


select any one of the road objects convert to edit poly again the go to edit geometry and click the little box beside Attach
select all and attach all the road objects

now go to Border sub object (press 3) and press Ctrl+A to select all borders.
Right click in the viewpoint and in the menu go to convert to vertex and then wield from the edit vertices panel


you now have a long road piece ready and textured

user posted image




This post has been edited by xrk on Thursday, Jan 11 2007, 12:24
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xrk  
Posted: Thursday, Oct 26 2006, 18:25
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Bending
Go create\shapes\line and draw out your path

user posted image

Clean it up a bit by converting to editible spline, going to vertex mode and using tools like fillet to round of the sharp corners

user posted image


now select the road model again, go to the modifier list and choose path deform
pick the spline as your path and deform on the Y axis

user posted image


if you find it doesnt do anything, you may need to right click on the road in the menu select gizmo

user posted image

then rotate the gizmo (the road will move to fit the path as you rotate) and use the percentage spinner in the pathdeform menu to pull an push the road along the set path.

You can also give it different levels by moving the spline's verts on the Z axis and using the twist spinner on the pathdeform modifiers controls to do things like...

user posted image



This post has been edited by xrk on Thursday, Oct 26 2006, 18:29
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xrk  
Posted: Friday, Oct 27 2006, 10:39
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Creating a T-junction


Line up a road piece with another in the place you want the T-junction
If it cant line up with the edges already in your road you could create more by selecting edges and using connect

user posted image


Select and delete the 6 faces shown in the picture below

user posted image

Now select the remaining pavement face and detach it.
select the pavement face you just detached and clone it (Ctrl+V).
move it -0.12 on Z axis
Detach the kerb face and attach it to the top detached pavement face, goto edge sub-object level and select the edges shown in the picture

user posted image

Click the little box beside the connect button and set "connect edge segments" to 3, click ok.
come out of edge mode, go to Kam's max scripts (if installed will be in the utilities panel) and run the modeling helper, clicking the Size/Alignment solver button to reset the pivot point.
Go back to create and select the Bend modifier from the modifier list
set the bend axis to Y and the angle to 75, convert the new corner piece to editible poly.

Zoom into it from the top viewpoint, go to vertex sub-object level and select the vertices shown in the picture below and wield them with a threshold of 1.0

user posted image

While still in top viewpoint, press E to use the rotate gizmo and in the Z axis box at the bottom type -46, you then need to move and scale it to line up with the other pavement sizes.
Move the joining road piece lining it up as well.

user posted image

Go to perspective viewpoint
Attach the road face below to the corner pave/kerb then clone and mirror it for the opposite side (see pic)
Attach the two new corner pieces to the two road pieces, go to border sub-object level, press Ctrl+A to select all borders,
right click on the model and select "convert to vertex" from the menu

Wield with theshold of 0.1
then go to edge sub-object level selecting the edges shown in the picture

user posted image

Hold left shift and move the edges a bit on the x axis to create two new faces
click taget wield from the same place you used wield, click one of the new edges then its opposite edge
repeat with other side

user posted image

Stick some textures on the new road faces and there a T-junction

user posted image


Once you've made one corner you can just detach copy, move and re-texture if need be to save making any more
also if you want cross roads or extra lanes, it's just a case of detaching, attaching, mirroring and moveing what you already have


user posted imageuser posted image


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Blackadder.  
Posted: Friday, Oct 27 2006, 10:45
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Very Nice Tut xrk icon14.gif Clean and Simple, just the way I like it. Have a cookie, and don't forget to put it in the fridge tounge.gif cookie.gif
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jarjar  
Posted: Friday, Oct 27 2006, 12:10
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Nice tutorial, very easy to follow icon14.gif.

I wonder what happened to updating the Tutorial Archive. It hasn't been updated since June sometime. dozingoff.gif
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uNi  
Posted: Saturday, Oct 28 2006, 09:22
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Nice job xrk, pretty easy way for doing roads. icon14.gif
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-/TNT\-  
Posted: Saturday, Oct 28 2006, 09:26
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This is way better than mine. Forgive the n00b, I even made 5 topics for it suicidal.gif . Good job xrk and hope you make more of these icon14.gif
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dertyjerzian  
Posted: Friday, Nov 17 2006, 01:48
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I have a custom member title. I call it "Solid Snake"
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QUOTE (xrk @ Oct 27 2006, 05:39)
Go back to create and select the Bend modifier from the modifier list
set the bend axis to Y and the angle to 75, convert the new corner piece to editible poly.

Zoom into it from the top viewpoint, go to vertex sub-object level and select the vertices shown in the picture below and wield them with a threshold of 1.0

user posted image

xrk, I'm having problems with this tutorial at this step.

Instead of bending my curb, it does this:

user posted image

What's going on here and how do I fix this? I've followed this tutorial word for word, trying to learn this better technique, I've done everything exactly as you have.
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xrk  
Posted: Friday, Nov 17 2006, 12:56
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With the the bend modifier applyed (like it is in your pic smile.gif) right click in the viewpoint and you should see "gizmo" in the menu select that and rotate 90 on the z axis

that should fix it wink.gif
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dertyjerzian  
Posted: Friday, Nov 17 2006, 14:46
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I have a custom member title. I call it "Solid Snake"
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QUOTE (xrk @ Nov 17 2006, 07:56)
With the the bend modifier applyed (like it is in your pic smile.gif) right click in the viewpoint and you should see "gizmo" in the menu select that and rotate 90 on the z axis

that should fix it wink.gif

Thank you xrk smile.gif

I did it manually (moved 4 verts together, welded, shaped the rounded part by hand, and followed from there), but I also saved it before the manual edits for when you replied and I'll be going back to that file now to learn this new thing smile.gif

I tried something similar, and what was probably the problem: I used affect pivot only tounge.gif I'll try gizmo next inlove.gif
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MChanna03  
Posted: Saturday, Nov 18 2006, 08:36
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great job XRK, I love how it's easy to go through... I'm going to try this later but thankz for this... cookie.gif cookie.gif cookie.gif
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Jost_Vice  
Posted: Monday, Dec 4 2006, 21:31
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Xrk, what is wrong if you get a Illegal patch messages when trying to pick the new path for the patchmodifier? Nice tutorial btw wink.gif
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xrk  
Posted: Wednesday, Dec 6 2006, 09:37
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QUOTE
patchmodifier


You need to be using path deform not patch deform wink.gif

This post has been edited by xrk on Wednesday, Dec 6 2006, 09:40
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-/TNT\-  
Posted: Tuesday, Dec 19 2006, 13:54
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I have really got into using this method and my roads look so much better and natural. Again thanks for this tutorial. Roads that took me hours to make are built in minutes now. smile.gif
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-/TNT\-  
Posted: Thursday, Sep 13 2007, 18:58
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Bumping this tutorial right up. It's one of the most useful tutorials here, in my opinion. I have some skeletons in my closet and I don't know if noone knows it questions to ask about making roads and I wonder if you could help me out.

A]How can I make smooth alititude chanes to my roads? I want them to curve upwards, not to abruptly angle up. I don't think soft selection works with splines either, so I can't use that to my advantage.

B]Which is the best method to attach the surrounding scene to the road?
user posted image
Which is the easiest way to do it?
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Dansov  
Posted: Friday, Sep 14 2007, 12:12
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Thanks you xrk. It is easy way for doing roads. icon14.gif
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xrk  
Posted: Friday, Sep 14 2007, 22:47
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QUOTE (-/TNT\- @ Sep 13 2007, 18:58)


A]How can I make smooth alititude chanes to my roads? I want them to curve upwards, not to abruptly angle up. I don't think soft selection works with splines either, so I can't use that to my advantage.



Use fillet, go to vertex sub-oject mode, click fillet, select your vertices then click on one, hold and drag

user posted imageuser posted image




QUOTE
B]Which is the best method to attach the surrounding scene to the road?


Target wield?!? tounge.gif
I think this all depends on what your doing .
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-/TNT\-  
Posted: Saturday, Sep 15 2007, 10:07
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Ok, man thanks for helping out, I'll try that method.
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Dem57  
Posted: Saturday, Mar 22 2008, 19:09
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excuse the bump, but can anyone upload the pavement image again?
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-/TNT\-  
Posted: Friday, Apr 4 2008, 21:21
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Loads fine for me. confused.gif Anyways:
user posted image
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