Friday, 1 November 2019

Track Splines

I have been modelling the first track based from a model ripped from the original game. but after some consideration it seems that texturing the road will be somewhat ineffective. After some discussions with colleagues, I've decided to try alternate avenues because I think UV mapping wouldn't provide the same high quality result I'm after.

Step in Splines...

I've not used splines an awful lot, but after a quick search I believe it may be what I'm after. It does mean however that non of my current track assets will be pixel perfect, I have the terrain and track aligned perfectly via vertex snapping.
Depending on the result of my spline experiment though, I will have to create an actual terrain in game (which as added benefits such as better foliage). the rest of the assets will just have to be place however, which isn't much of an issue because their placement doesn't need to be perfect anyway.


The above image shows my current model with a basic UV map paramater on it. It doesnt look great and it's tiling, alignment are completely off.

After a bit of a play, I found out that you can actually create splines from meshes. I was lucky enough to create an edge that ran through the middle of the entire track, to allow for better curvature.
Using this line I created a spline and made a new track. Whilst it's almost spot on, there are issues, for example all the roads are rotated a bit now, so I will have to re-align everything. however the result so far is very promising!


As you can see, the track is porperly textured and follows the path exactly as it should as apposed to the first image above. I will try a few more things, but if nothing works this will be fine, I'll just have to manually align most of it.

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