Noise Posted May 12, 2006 Share Posted May 12, 2006 Hi I have a weaving road and want to have the road map with centre line follow it - how can I do this ? thanks N Link to comment Share on other sites More sharing options...
nisus Posted May 12, 2006 Share Posted May 12, 2006 Use lofts and the lofting mapping coordinates nisus Link to comment Share on other sites More sharing options...
STRAT Posted May 12, 2006 Share Posted May 12, 2006 or uv map it straight, then model it to the correct curviture Link to comment Share on other sites More sharing options...
Brian Smith Posted May 12, 2006 Share Posted May 12, 2006 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 Link to comment Share on other sites More sharing options...
Scott Erstad Posted May 24, 2006 Share Posted May 24, 2006 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 Link to comment Share on other sites More sharing options...
Brian Smith Posted May 25, 2006 Share Posted May 25, 2006 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 Link to comment Share on other sites More sharing options...
Scott Erstad Posted May 25, 2006 Share Posted May 25, 2006 Brian, Excellent, this is good news. I can imagine how popular that post will be! Look forward to it, and again, many thanks. Scott Link to comment Share on other sites More sharing options...
Sawyer Posted May 25, 2006 Share Posted May 25, 2006 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. Link to comment Share on other sites More sharing options...
Trevor Tizard Posted May 26, 2006 Share Posted May 26, 2006 Brian, Very much looking forward to that tutorial....................sites have been a thorn in my side for some time now...........!!! Trev Link to comment Share on other sites More sharing options...
dvmorris Posted May 30, 2006 Share Posted May 30, 2006 excellent. i will try the conform command, but I am also looking forward to the tutorial... i see this post is pretty old though. let me know when it comes out Link to comment Share on other sites More sharing options...
soulctrla Posted May 31, 2006 Share Posted May 31, 2006 Ok - well i think this could help try this - its a procedural road shader - you can add lines - dirt by the side of the road - rubber marks on the road surface etc - Its all good !!! fill your boots here ladies and gentlement http://www.atelierone.co.uk/frwips/road.rar Link to comment Share on other sites More sharing options...
Jason Jacobs Posted January 17, 2008 Share Posted January 17, 2008 Is the link above broken for anyone else? Has anyone tried this program? If so, was it any good? If so, where can I find it? Can I ask any more questions? Link to comment Share on other sites More sharing options...
vkirchner Posted January 22, 2008 Share Posted January 22, 2008 Yep, link no workee. Link to comment Share on other sites More sharing options...
Vince Paske Posted January 22, 2008 Share Posted January 22, 2008 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 Link to comment Share on other sites More sharing options...
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