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Modelling Advice : Velodrome


Ky Lane
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Hi guys - Im trying to model a velodrome, and would love some advice.

 

Ive attached a file with 2 splines - one being he inside/bottom of the track, and the other top top/outside. Id live to have a nice smooth surface between these 2, and have the mapping setup to go around the track (it will be timber boards).

 

Any suggestions? Ive tried Landscape - but it produces random triangles and no mapping coords.

 

Any ideas appreciated!

 

Forest_city_velodrome.jpg

 

velo1.jpg

 

2014Max file if anyones curious : https://drive.google.com/file/d/0B82wG8Qo6CtKclpYVXhPQm9pOVE/view?usp=sharing

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I'd attach the two splines together, and then add an edit poly to create some basic geometry. Following this I'd run the "populate Terrain" script to dice up the geometry in to manageable quads then either use a UVW map (cylindrical maybe?) or uv unwrap to texture it. Oh, and run a relax modifier to smooth it all nicely.

 

Track 01.jpg

Track 02.jpg

 

That should do, provided you don't need the geometry to "run" in the direction of the track, in which case I'd run a sweep around the curves, then weld the vertices in the middle of the track.

Edited by Macker
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First of all, you should correct both splines... the small segments on left and right ends are not correctly modelled. If you move one vertex, you will see what I mean.

Than attach both splines together, use cross section modifier, and then use surface modifier (threshold should be below 20).

I then used edit poly modifier to correct geometry at ends where those small segments were... simply delete polygons an bridge edges.

As far as mapping this thing goes, I would use spline mapping method, probably best to use one of the middle edge loops for that.

Hope it helps :)

 

screenshot.jpg

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RailClone will do this nicely and keep it parametric if you want to use geometry boards. You can set the corners to be a longer board or set them as matid#2 on the spline and use that to control the longer corners.

 

Alternatively you can use method #3 Spline network and patch modeling from this tutorial a while back, http://www.cgarchitect.com/2010/12/face-uvwmap. You can also do this with a loft and use multiple loft shapes.

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Depends on how accurate you want to be... I just worked on a velodrome project and the actual form of the track was generated by a tightly kept algorithm developed by this one firm - sorry can't say who because I was never told. It's not a simple loft between two curves, I know that for sure.

 

As far as modelling a general representation of the track is concerned, I'm not familiar with max enough to suggest anything. In Rhino, i'd just loft between two profile curves. Better yet, fire it into Grasshopper to parameterize it and have more control.

 

*edit*

 

Contact FaulknerBrowns Architects, they're the UK velo guys. http://www.faulknerbrowns.co.uk/

Edited by ryannelson
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You'd not want to loft between two curves, you'd make a spline profile (wood floor, hording, rails, beams under etc) and then loft along the inner edge of the track. Then you can copy your loft profile along the track and pull the vertices around on the profiles as a controller. You'd only have to get one corner right then symmetry the other 3/4s of the track. Should take bout 30mins if you have good drawings.

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Talk about using a sledgehammer to kill a fly. Like Tom said, this is a 30 min or less task. Unless you are building an exact spec model, you can just get it close enough to pass the smell test. If you are building an exact spec model, then you should have proper drawings at your disposal already. Loft all the way. It gives you all the on-demand control you'd ever need and the ability to generate mapping coordinates.

 

http://lmgtfy.com/?q=velodrome+dimensions

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