Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
      4. Frontier Pursuits
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA IV Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA SA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA VC Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA III Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Please be aware that this is not a tutorial request forum! Use the appropriate topic for the effect.
xrk

Creating a road

Recommended Posts

xrk

Simple road model

 

(15/10/2014)

I will be updating this tutorial a bit over the next couple of weeks well... eventually :p Creating slightly higher detail roads than in the last version and adding some other bits and pieces later on..

 

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

 

 

 

 

 

 

 

 

 

Using 3DS Max 7
Click any image to see it full size.


In the perspective viewpoint, Press Alt+W and then create a plane

Length - 10
Width - 20

(press F4 to turn edged faces on)
This will end up the correct size in-game for a road piece with a lane each way

Length - 2
Width - 4

r1nupe3.th.jpg

Convert to editible poly and select ploygon sub-object level or press 4
then select half of the plane and extrude -0.12

r2fixvg8.th.jpg

You will get some unwanted faces from the extrude, delete those.

fixxxxxxsk4.th.jpg

Get your textures and put them in a folder on your desktop or something, Im using two from Sa,

Now select the pavement and kerb faces and drag the relevent texture from the folder onto the selected faces
and go to the modifier list and choose UVW MAp.
then in the new parameters panel click Face

r5ea5.th.jpg

...but the textures are wrong and needs to be fliped so check the U Tile flip box.

Convert to editible poly, then select the kerb faces and go back to the modifier list and select Unwrap UVW.
Now in the parameters panel click on the Edit button to open the edit UVW's window
then just move and rotate till it looks right
(To see your texture in the background select it from the list in the top right corner of the edit uvw window)

r6aw2.th.jpg

for mine I had to rotate 90 degrees clockwise,
select the two verts on the right and move them closer lining them up with the kerb on the texture, then flip horizontal and vertical

r7vf8.th.jpg

convert to editible poly again and texture the road the same way as the pavement

Now select and clone the object,
(Ctrl+V or hold left shift and click once on any axis on the move gizmo)
then mirror on Y axis and line it up with your original object

r8mg7.th.jpg


Attach both objects together using the attach button in the edit geometry menu
then go to vertex sub object (press 1), select the center verts and wield

r9fl9.th.jpg

Now
turn off vertex sub object mode and Go to the top viewpoint (prees T), hold left shift and move on the X axis to create a clone lining it up with the original
(as close as possible for when you wield together)
and in the box that appears set it to about 50 copies.
The amount will depend on the length of road you are making.

r10fp0.th.jpg


select any one of the road objects convert to edit poly again the go to edit geometry and click the little box beside Attach
select all and attach all the road objects

now go to Border sub object (press 3) and press Ctrl+A to select all borders.
Right click in the viewpoint and in the menu go to convert to vertex and then wield from the edit vertices panel


you now have a long road piece ready and textured

roadddsspp6.th.jpg



Edited by xrk

Share this post


Link to post
Share on other sites
xrk

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

 

 

 

 

Go create\shapes\line and draw out your path

r11rv8.th.jpg

Clean it up a bit by converting to editible spline, going to vertex mode and using tools like fillet to round of the sharp corners

r12fz5.th.jpg


now select the road model again, go to the modifier list and choose path deform
pick the spline as your path and deform on the Y axis

roadwa4.th.jpg


if you find it doesnt do anything, you may need to right click on the road in the menu select gizmo

fix1tu2.th.jpg

then rotate the gizmo (the road will move to fit the path as you rotate) and use the percentage spinner in the pathdeform menu to pull an push the road along the set path.

You can also give it different levels by moving the spline's verts on the Z axis and using the twist spinner on the pathdeform modifiers controls to do things like...

bendyonepx6.th.jpg


Edited by xrk

Share this post


Link to post
Share on other sites
xrk

Creating a T-junction

 

See above.

 

 



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

f1wq5.th.jpg


Select and delete the 6 faces shown in the picture below

f2bf1.th.jpg

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

f3io4.th.jpg

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

f4ge6.th.jpg

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.

f5jj6.th.jpg

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

f6bu0.th.jpg

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

f7qo4.th.jpg

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

rendrpa0.th.jpg


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


rend2gc9.th.jpgrend3nu7.th.jpg


 

Edited by xrk

Share this post


Link to post
Share on other sites
Blackadder.

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.gifcookie.gif

Share this post


Link to post
Share on other sites
jarjar

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

Share this post


Link to post
Share on other sites
uNi

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

Share this post


Link to post
Share on other sites
-/TNT\-

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

Share this post


Link to post
Share on other sites
dertyjerzian
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.

Share this post


Link to post
Share on other sites
xrk

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

Share this post


Link to post
Share on other sites
dertyjerzian
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

Share this post


Link to post
Share on other sites
MChanna03

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

Share this post


Link to post
Share on other sites
JostVice

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

Share this post


Link to post
Share on other sites
xrk

 

patchmodifier

 

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

Edited by xrk

Share this post


Link to post
Share on other sites
-/TNT\-

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

Share this post


Link to post
Share on other sites
-/TNT\-

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?

Share this post


Link to post
Share on other sites
Dansov

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

Share this post


Link to post
Share on other sites
xrk

 

 

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

 

 

 

 

 

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 .

 

Share this post


Link to post
Share on other sites
-/TNT\-
Ok, man thanks for helping out, I'll try that method.

Share this post


Link to post
Share on other sites
Dem57

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

Share this post


Link to post
Share on other sites
-/TNT\-

Loads fine for me. confused.gif Anyways:

user posted image

Share this post


Link to post
Share on other sites
platomav

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

blush.gifblush.gifblush.gifblush.gifblush.gif

Share this post


Link to post
Share on other sites
Bad~Boy#17
Where can I download 3DS Max 7 or a newer version/???

blush.gifblush.gifblush.gifblush.gifblush.gif

You buy it

Share this post


Link to post
Share on other sites
xrk

 

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

Share this post


Link to post
Share on other sites
BrigetteMora

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?

Share this post


Link to post
Share on other sites
xrk

I pinched the textures from san andreas btw

 

 

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?!?

Share this post


Link to post
Share on other sites
E_vilestro

Can this work in GMAX too?

Share this post


Link to post
Share on other sites
RSHAXUR

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

 

 

Share this post


Link to post
Share on other sites
E_vilestro

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

Share this post


Link to post
Share on other sites
Threepwood

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

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.