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Creating a road

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xrk
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#1

Posted 26 October 2006 - 04:16 PM Edited by xrk, 25 June 2014 - 11:02 PM.

Simple road model

 

(26/06/2014)

I will be updating this tutorial a bit over the next couple of weeks. Creating slightly higher detail roads than in the last version and adding some other things..

 

Using 3DS Max 2012

 

In the perspective viewpoint (P), create a plane

Length 6

Width 12

Length Segs 1

Width Segs 2

 

convert to editable poly (right click menu)

In Polygon (4), select a face and extrude 0.2. Delete the extra polygons.

 

24y9x8g.jpg2l9jm90.jpg

 

At this stage it might be easier to apply some materials to the object while it's at its most basic level

At the moment, I won't be doing this for the tutorial

 

 

Then in Edge (2) select the following two edges and using the connect settings, Slide by about -86.

Also add an extra edge through the middle of the road face, using connect.

 

v7goxv.jpg1gt2yb.jpg

 

w1p5l0.jpg

 

To add the camber, select the edge that will be in the center of the road and raise it by about the same as the curb, 0.2, then do the same to the next edge along except raise it by about 0.15

 

312ihsh.jpg

 

Create a copy, (Ctrl+V or hold left shift and move or rotate)  then using the Snap tools (S for snap and A for angle snap) move and rotate the copy to create a basic strip of road.

 

o8eyxk.jpg

 

 

Using snap, hold left shift and drag a new copy to the position it will need to be placed and an options box will appear, make sure its set to Copy and click OK. The number of copies spinner can be useful to create longer pieces of road quickly.

 

2ecm4iq.jpg24y8is4.jpg

 

 

 

 

 

 

 

 

Spoiler


 

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xrk
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#2

Posted 26 October 2006 - 06:25 PM Edited by xrk, 25 June 2014 - 10:59 PM.

Corners

 

 

Create a Cylinder

 

Radius; 6

Height; 0.2 (or the height you used for the curb.)

Height Segments; 1

Cap Segments; 2

Sides; 6

 

Check the Slice On box

Slice From; 90

 

30j1lhy.jpg

 

Convert to poly, select then delete the extra faces.

 

2sb7lhe.jpg

 

 

In the edge mode select the edges in the picture..

 

kcjv4o.jpg

 

now use connect settings again to slide this time (if following the same numbers in this tutorial) -72.

 

1437l5.jpg

 

Now the edge left by the cap can be removed (select the edges, hold Ctrl and press backspace, this will delete the vertices at the same time as the edges)

 

Select the top facing polygons for the curb, holding left shift move the faces with the gizmo and in the options box choose to Clone to Object to create a copy of the selection

 

2vkmbft.jpg

 

In vertex mode on the new object, use snap to match the each pair of vertices up with the relevant vertex on the lower part of the curb drop. picture should explain this better.

 

34np3wp.jpgnprkma.jpg

 

 

Using copy, snap, and transform use the pieces created to form something like in the next picture...

 

2libkgi.jpg

 

 

 

..using the same object now in edge mode select the outside edges, hold left shift and move to create some new faces. go back to vertex mode and use snap and move to arrange the vertices as in the picture.

 

 

mi1091.jpgftq5o1.jpg

 

 

Its really just a case of patching things together now

To create the object in the next picture I positioned the objects and used attach to make them one object. then used left shift and move in edge mode to create the new faces for the road

 

2dsdyx5.jpg

 

 

This vertex circled in blue is raised 0.05

The vertices circled in green are raised 0.15

The vertices circled in red are raised 0.2

 

23tsbvd.jpg14t7kfo.jpg

 

 

 

Now these two basic objects will be able to be manipulated with the same methods used to create them to make basic jigsaw type road layouts.

 

 

2ceqmhj.jpg18y6x1.jpg

 

 

 

Spoiler

 

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xrk
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#3

Posted 27 October 2006 - 10:39 AM

Creating a T-junction


Line up a road piece with another in the place you want the T-junction
If it cant line up with the edges already in your road you could create more by selecting edges and using connect

user posted image


Select and delete the 6 faces shown in the picture below

user posted image

Now select the remaining pavement face and detach it.
select the pavement face you just detached and clone it (Ctrl+V).
move it -0.12 on Z axis
Detach the kerb face and attach it to the top detached pavement face, goto edge sub-object level and select the edges shown in the picture

user posted image

Click the little box beside the connect button and set "connect edge segments" to 3, click ok.
come out of edge mode, go to Kam's max scripts (if installed will be in the utilities panel) and run the modeling helper, clicking the Size/Alignment solver button to reset the pivot point.
Go back to create and select the Bend modifier from the modifier list
set the bend axis to Y and the angle to 75, convert the new corner piece to editible poly.

Zoom into it from the top viewpoint, go to vertex sub-object level and select the vertices shown in the picture below and wield them with a threshold of 1.0

user posted image

While still in top viewpoint, press E to use the rotate gizmo and in the Z axis box at the bottom type -46, you then need to move and scale it to line up with the other pavement sizes.
Move the joining road piece lining it up as well.

user posted image

Go to perspective viewpoint
Attach the road face below to the corner pave/kerb then clone and mirror it for the opposite side (see pic)
Attach the two new corner pieces to the two road pieces, go to border sub-object level, press Ctrl+A to select all borders,
right click on the model and select "convert to vertex" from the menu

Wield with theshold of 0.1
then go to edge sub-object level selecting the edges shown in the picture

user posted image

Hold left shift and move the edges a bit on the x axis to create two new faces
click taget wield from the same place you used wield, click one of the new edges then its opposite edge
repeat with other side

user posted image

Stick some textures on the new road faces and there a T-junction

user posted image


Once you've made one corner you can just detach copy, move and re-texture if need be to save making any more
also if you want cross roads or extra lanes, it's just a case of detaching, attaching, mirroring and moveing what you already have


user posted imageuser posted image



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#4

Posted 27 October 2006 - 10:45 AM

Very Nice Tut xrk icon14.gif Clean and Simple, just the way I like it. Have a cookie, and don't forget to put it in the fridge tounge.gif cookie.gif

jarjar
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#5

Posted 27 October 2006 - 12:10 PM

Nice tutorial, very easy to follow icon14.gif .

I wonder what happened to updating the Tutorial Archive. It hasn't been updated since June sometime. dozingoff.gif

uNi
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#6

Posted 28 October 2006 - 09:22 AM

Nice job xrk, pretty easy way for doing roads. icon14.gif
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#7

Posted 28 October 2006 - 09:26 AM

This is way better than mine. Forgive the n00b, I even made 5 topics for it suicidal.gif . Good job xrk and hope you make more of these icon14.gif

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#8

Posted 17 November 2006 - 01:48 AM

QUOTE (xrk @ Oct 27 2006, 05:39)
Go back to create and select the Bend modifier from the modifier list
set the bend axis to Y and the angle to 75, convert the new corner piece to editible poly.

Zoom into it from the top viewpoint, go to vertex sub-object level and select the vertices shown in the picture below and wield them with a threshold of 1.0

user posted image

xrk, I'm having problems with this tutorial at this step.

Instead of bending my curb, it does this:

user posted image

What's going on here and how do I fix this? I've followed this tutorial word for word, trying to learn this better technique, I've done everything exactly as you have.

xrk
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#9

Posted 17 November 2006 - 12:56 PM

With the the bend modifier applyed (like it is in your pic smile.gif ) right click in the viewpoint and you should see "gizmo" in the menu select that and rotate 90 on the z axis

that should fix it wink.gif

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#10

Posted 17 November 2006 - 02:46 PM

QUOTE (xrk @ Nov 17 2006, 07:56)
With the the bend modifier applyed (like it is in your pic smile.gif ) right click in the viewpoint and you should see "gizmo" in the menu select that and rotate 90 on the z axis

that should fix it wink.gif

Thank you xrk smile.gif

I did it manually (moved 4 verts together, welded, shaped the rounded part by hand, and followed from there), but I also saved it before the manual edits for when you replied and I'll be going back to that file now to learn this new thing smile.gif

I tried something similar, and what was probably the problem: I used affect pivot only tounge.gif I'll try gizmo next inlove.gif

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#11

Posted 18 November 2006 - 08:36 AM

great job XRK, I love how it's easy to go through... I'm going to try this later but thankz for this... cookie.gif cookie.gif cookie.gif

JostVice
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#12

Posted 04 December 2006 - 09:31 PM

Xrk, what is wrong if you get a Illegal patch messages when trying to pick the new path for the patchmodifier? Nice tutorial btw wink.gif

xrk
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#13

Posted 06 December 2006 - 09:37 AM Edited by xrk, 06 December 2006 - 09:40 AM.

QUOTE
patchmodifier


You need to be using path deform not patch deform wink.gif

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#14

Posted 19 December 2006 - 01:54 PM

I have really got into using this method and my roads look so much better and natural. Again thanks for this tutorial. Roads that took me hours to make are built in minutes now. smile.gif

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#15

Posted 13 September 2007 - 06:58 PM

Bumping this tutorial right up. It's one of the most useful tutorials here, in my opinion. I have some skeletons in my closet and I don't know if noone knows it questions to ask about making roads and I wonder if you could help me out.

A]How can I make smooth alititude chanes to my roads? I want them to curve upwards, not to abruptly angle up. I don't think soft selection works with splines either, so I can't use that to my advantage.

B]Which is the best method to attach the surrounding scene to the road?
user posted image
Which is the easiest way to do it?

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#16

Posted 14 September 2007 - 12:12 PM

Thanks you xrk. It is easy way for doing roads. icon14.gif

xrk
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#17

Posted 14 September 2007 - 10:47 PM

QUOTE (-/TNT\- @ Sep 13 2007, 18:58)


A]How can I make smooth alititude chanes to my roads? I want them to curve upwards, not to abruptly angle up. I don't think soft selection works with splines either, so I can't use that to my advantage.



Use fillet, go to vertex sub-oject mode, click fillet, select your vertices then click on one, hold and drag

user posted imageuser posted image




QUOTE
B]Which is the best method to attach the surrounding scene to the road?


Target wield?!? tounge.gif
I think this all depends on what your doing .

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#18

Posted 15 September 2007 - 10:07 AM

Ok, man thanks for helping out, I'll try that method.

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#19

Posted 22 March 2008 - 07:09 PM

excuse the bump, but can anyone upload the pavement image again?

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#20

Posted 04 April 2008 - 09:21 PM

Loads fine for me. confused.gif Anyways:
user posted image

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#21

Posted 24 May 2008 - 10:26 AM

Where can I download 3DS Max 7 or a newer version/???
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#22

Posted 24 May 2008 - 09:28 PM

QUOTE (platomav @ May 24 2008, 11:26)
Where can I download 3DS Max 7 or a newer version/???
blush.gif blush.gif blush.gif blush.gif blush.gif

You buy it

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#23

Posted 02 June 2008 - 03:51 PM

QUOTE (platomav @ May 24 2008, 10:26)
Where can I download 3DS Max 7 or a newer version/???
blush.gif   blush.gif   blush.gif   blush.gif   blush.gif

You can download a (30 day) trial version of 2009 from autodesk LINK

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#24

Posted 17 July 2008 - 01:12 AM

Thanks for creating this tutorial, xrk, I used it in my homework. I'd like to credit you for both the tutorial and the road/pavement textures, but you don't seem to have much of a profile. Is there a certain way you'd like me to credit you, beyond your username and a link to the tutorial?

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#25

Posted 22 July 2008 - 06:18 PM

I pinched the textures from san andreas btw

QUOTE
Is there a certain way you'd like me to credit you, beyond your username and a link to the tutorial?


What else would you need, thats fine as far as Im concerned?!?

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#26

Posted 13 August 2008 - 07:52 PM

Can this work in GMAX too?

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#27

Posted 22 August 2008 - 08:43 AM

Hmm... I don't seem to be able to correctly apply the textures to the road segment. Would there be some easier way to explain it?

The part with the curbs never really works out for me. The pictured helped a little, but I'm still a little confused. Do you have some type of msn, aim or something where you can help me? (Or if not then thats fine)

Nice tutorial. Really explained a lot of things. Have a cookie cookie.gif

@e_vilestro: from what I've heard Gmax is almost the same as 3ds, so it should work there too i suppose. Just try and see what happens


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#28

Posted 25 August 2008 - 02:30 AM

The interface is somewhat different so it is kind of hard to figure it out.

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#29

Posted 25 September 2008 - 09:07 PM Edited by cj360, 30 September 2008 - 07:45 PM.

how do you select multiple polys it only lets me slect one I can't figure out how to get past this step: http://img131.images...ge=r2fixvg8.jpg (http://img131.images...ge=r2fixvg8.jpg)

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#30

Posted 26 September 2008 - 05:55 AM

Hold CTRL while clicking on multiple polies (and others).




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