Ky Lane Posted February 9, 2015 Share Posted February 9, 2015 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! 2014Max file if anyones curious : https://drive.google.com/file/d/0B82wG8Qo6CtKclpYVXhPQm9pOVE/view?usp=sharing Link to comment Share on other sites More sharing options...
Chris MacDonald Posted February 9, 2015 Share Posted February 9, 2015 (edited) 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. 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 February 9, 2015 by Macker Link to comment Share on other sites More sharing options...
lukaklemenc1 Posted February 9, 2015 Share Posted February 9, 2015 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 Link to comment Share on other sites More sharing options...
Scott Schroeder Posted February 9, 2015 Share Posted February 9, 2015 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. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted February 10, 2015 Share Posted February 10, 2015 Simon Moir, who you can find on this site, Posted this blog as a method for modeling the Bird's Nest Stadium in China: http://simonmoir.blogspot.com/2008/07/birds-nest.html I think that this will serve as the best base for your model. Link to comment Share on other sites More sharing options...
Tommy L Posted February 10, 2015 Share Posted February 10, 2015 Loft? Or is that too easy? Link to comment Share on other sites More sharing options...
Justin Hunt Posted February 10, 2015 Share Posted February 10, 2015 polly modeled and uv-unwrapped (sort of) Link to comment Share on other sites More sharing options...
Stephen Thomas Posted February 10, 2015 Share Posted February 10, 2015 Loft? Or is that too easy? Yes, loft can do it. Just make two profiles, one 12° the other 45°. Move the percentage spinner along the path and pick the appropriate profile for that section. Mapping will be created automatically too. Link to comment Share on other sites More sharing options...
ryannelson Posted February 10, 2015 Share Posted February 10, 2015 (edited) 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 February 10, 2015 by ryannelson Link to comment Share on other sites More sharing options...
Tommy L Posted February 10, 2015 Share Posted February 10, 2015 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. Link to comment Share on other sites More sharing options...
Scott Schroeder Posted February 10, 2015 Share Posted February 10, 2015 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 Link to comment Share on other sites More sharing options...
Ky Lane Posted February 11, 2015 Author Share Posted February 11, 2015 Thanks for the advice guys - some great techniques there. Link to comment Share on other sites More sharing options...
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