Road Banking works, but The banking is too bumpy, not sure how to smooth it out.. Any Ideas?hold on a sec let me start up sketchup and show you.....
This forum is now archived!
- Welcome to the archive!
News:
The 3DRad community can be found at classdev.net.
- 3D Rad - Free 3D game maker - Forum >
- General Category >
- 3D Rad - Show Your Work! >
- Sketchup UV/ bump mapping test
Author Topic: Sketchup UV/ bump mapping test (Read 1358 times)
okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol
I use a lot of polygons. lol
Yes that's the way to do it. You should turn on hidden geometry, so we can see you poly flow. Looks good, but the turns you make looks too sharp if you know what I mean... make them slacker and longer, that will make them much nicer and easier to drive on.
What we need to do, at this point, is make a road model pack that is textured that everyone can use.
What do you guys think?
We want the roads to be:
- connectable
- Scaled to the Car Object
- Usable in Google sketchup to connect easily
- Bump mapped skinmesh
- we need the rigidbody and the skinmesh for those who don't use sketchup.
Do you guys like the idea?
I can make the Road texture for you guys, If you could model the roads.
What do you guys think?
We want the roads to be:
- connectable
- Scaled to the Car Object
- Usable in Google sketchup to connect easily
- Bump mapped skinmesh
- we need the rigidbody and the skinmesh for those who don't use sketchup.
Do you guys like the idea?
I can make the Road texture for you guys, If you could model the roads.
What we need to do, at this point, is make a road model pack that is textured that everyone can use.I think there is a way to modify the highway objects in 3drad and replace them with newer models.
What do you guys think?
We want the roads to be:
- connectable
- Scaled to the Car Object
- Usable in Google sketchup to connect easily
- Bump mapped skinmesh
- we need the rigidbody and the skinmesh for those who don't use sketchup.
Do you guys like the idea?
I can make the Road texture for you guys, If you could model the roads.
Here you go.I use a lot of polygons. lol
Yes that's the way to do it. You should turn on hidden geometry, so we can see you poly flow. Looks good, but the turns you make looks too sharp if you know what I mean... make them slacker and longer, that will make them much nicer and easier to drive on.
and in the 3drad project file that is using this model I down scaled all the textures to help save more memory and converted all the textures to dds to help 3drad load the model quicker.
and also castle/Maze!
okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol
This one is banked allright, but the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale? That is my main problem with fredo, I couldnt't figure it out, so I had to do it manually. Often you would also want the curve to ascend at the same time (for example on a canyon road). If that is possible with fredo, i would like to learn how to do it.
See pictures below. This is what I mean, this is my roads, made manually.
dat model!okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol
This one is banked allright, but the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale? That is my main problem with fredo, I couldnt't figure it out, so I had to do it manually. Often you would also want the curve to ascend at the same time (for example on a canyon road). If that is possible with fredo, i would like to learn how to do it.
See pictures below. This is what I mean, this is my roads, made manually.
Well, do you know if I can do this with the Fredo plugin too?dat model!okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol
This one is banked allright, but the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale? That is my main problem with fredo, I couldnt't figure it out, so I had to do it manually. Often you would also want the curve to ascend at the same time (for example on a canyon road). If that is possible with fredo, i would like to learn how to do it.
See pictures below. This is what I mean, this is my roads, made manually.
yes I use the fredo scale to help me twist the models.Well, do you know if I can do this with the Fredo plugin too?dat model!okay this is my secret to making my banked turns smooth for the car/pcar..... I use more polygons. lol
This one is banked allright, but the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale? That is my main problem with fredo, I couldnt't figure it out, so I had to do it manually. Often you would also want the curve to ascend at the same time (for example on a canyon road). If that is possible with fredo, i would like to learn how to do it.
See pictures below. This is what I mean, this is my roads, made manually.
"... the banking needs to be grandually increasing towards the middle of the turn. From zero banking angle at the entry to the max value at the middle of the turn and then gradually decreasing towards the exit. How do you do this with Fredo Scale?"
Did you understand what I meant? If you could show how I could do that(with Fredo) it'd be great...
Did you understand what I meant? If you could show how I could do that(with Fredo) it'd be great...
Pages: 1 [2]