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Weaving road map


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I would edit mesh the road, go to Edge subobject level, highlight all the faces in the road, click 'Select Open Edges' at the bottom of the Edit Geometry rollout, click 'Create Shape from Edges', select 'Linear' and you've got a spline that traces the perimeter of the road. Then all you have to do is select the spline, go to spline subobject mode, click 'Outline' and drag the sliders to move a copy of the spline into position. While still in spline subobject mode, delete the original spline, leaving the new spline in the middle of the road. Edit mesh the new spline and raise it a fraction of an inch above the road. If the road is on non-flat terrain, perform a Boolean>Cut>Split to cut the line out of the road. It can be done in under a minute when you get the hang of it.

 

Brian

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  • 2 weeks later...

Brian,

 

You seem to have a good technique for terrain modeling in Max. Although I hear the sandbox tool in sketchup might be better / quicker / easier; I certainly would like to see more on your process. When required, I have always devoted lots of time to creating accurate terrains, usually after hours and always with less than desired results. The time comes into play when trying to get the curbs, terraces, planting beds to neatly fit.

 

I am aware of the Glu plugin - helpful, but it creates a plethora of vertices, and still a lot of time. I have used a displacement map approach, but how does one ensure accuracy grayscale jpeg each time? I have utilzied the FFD box on a flat site, when simplicaity or "close enough" is acceptable. Have explored using a terrain as a boolean object on a overly extruded flat site with some success also, but that very much limits the editablity in future revsions.

 

I am thinking sketchup is the only real hope out there, unless you can come through and shine some light on the dilemma, but definitly thanks for the concept so far.

 

The million dollar question is: How to create an easily editable and fairly accurate graded site / terrain, featuring the usual elements (curbs, sidewalks, planter beds, special paving, etc) in a reasonable, time & cost effective fashion?

 

What about ZBrush, any possibility there?

 

Anyone?

 

Regards,

Scott

 

http://www.andersonillustration.com

 

key word: terrain, graded site, sketchup, max

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Scott,

I've gotten 2 other emails asking more about this from different posts I made in last couple of weeks. I am out of town at the moment but I think the next chance I get I will post a short tutorial. Sites were a pain for me for years until I figured out a few neat techniques and now it's really some of the easiest modeling I do. Look for it in about two weeks.

 

Brian

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One thing I have learned with sites is to use Conform. I take in the contour lines use Terrain and that will often create completely unusable geometry. But then I take a plane with a lrage number of divisions and have that conform to the terrain. Then I have a workable mesh.

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  • 1 year later...
One thing I have learned with sites is to use Conform. I take in the contour lines use Terrain and that will often create completely unusable geometry. But then I take a plane with a lrage number of divisions and have that conform to the terrain. Then I have a workable mesh.

 

Great Tip Sawyer!

-thanks

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