Это видео недоступно.
Сожалеем об этом.
How to cut Roads into a Terrain - 3ds Max (Part 1)
HTML-код
- Опубликовано: 18 авг 2024
- This video is showing how we can create a continuous terrain that features realistic roads. In that workflow we can even cut roads into steep terrains and create serpentines and mountain streets.
In the second part we then make use of the hybrid topology to texture the terrain, animate objects, place fencing and further refine the model: • How to cut Roads into ...
If you want to see another road-terrain approach (2011, but still valid !!! ), you can compare here: • Tutorial 5: Conforming...
If you want to create a parametric terrain, look here: • Procedural Terrains / ...
If you want to see how we did the bike: • Hard Surface - Panels,...
Want to see xoio's work: www.xoio.de
Music credits:
Sound Logo by Borys Kozielski
Melody Loop Mix 128bpm by Janimusic
Licensed under Creative Commons 0
Great Tutorial! One suggested improvement is super elevation - that is Civil engineering speak for banking the road into a turn - the inside edge of the turn should be lower elevation than the outside so your motorcycle doesn't fly out of the curve. :)
I'de never find a useful terrian tutorial like this.
Thank you very much
Mich appreciated - good luck!
Nice technic, I'd never have figured it out by myself, thanks
Welcome, Douglas.
Thanks xoio..its very nice and usefull tutorial..please upload some more tips and tricks...
Working on it ;).
Great process. I love how the you join the terrain to the road.
Reallly enjoying your video. Keep up your good work!
Thank XOIO, i love your tutorial
Thanks - liekwise ;).
You are like life savers guys with this stuff! Great video and great workflow!, keep it up! :)
Lovely feedback - a comment like this is already worth the effort ;) - thanks!
I would like to humbly request to you please make a full tutorial series about this video...
Hey Anjali. I will see how much we can pack into our next one, ok?
Great video
Nice tutorial ! thx guys!
Nice workflow. For the next one you might want to lower the music to about the same levels as the speach though.
Yeah, you're right - I noticed after the upload. Thanks for the notice.
super tutorial, now i use the garment maker, only downfall is it doesn't make quads
Hey John. Thanks! Concerning your answer: I encourage you to rethink - there is a use for all kinds of mesh-types. non-quad meshes definitely have their uses. It's actually a good topic for a tutorial - will keep that in mind ;).
You can always go to the tab "modeling" and on the right side under geometry there is "quadrify all". It is not perfect solution but it will give better topology
It was a cool method🙏
Wow! So helpful! Thank you! ! 'n Keep it up the good work! Cheers!
HI, good tutorial, just one idea/question... wouldnt it be easier to use Volume Select with soft selection and use the original road mesh as a "select mesh" to select the vertices on the original terrain under and near the road and then use some relax or smooth or whatever on these soft selection vertices of the original terrain to "smooth" the transition of the terrain to the road?
That could work, yeah and take away some of the manual smooting. You just should pay attention not to tilt the street in the process. But since it is parametric, nothing gets lost. Good idea!
Thank you so much for this video, it helped me a lot. however there is a problem that i am facing while working on my project and i need your help. In your tutorial nearly every location of the road has the same width, however in my project there are road segments of different width and I'm a bit confused. Can you guide me to solve it?
I guess after completing the steps around 8:08 would be a good time to adjust the width of several road parts, no? Just remember that it is rather some inner segments are the real road, while the outher border is used for some curb / connection to the train. If this is not exactly working in your case you can use your own generated road and continue at 8.08 with your road? But then you have to take care of the inclination of the road on the terrain yourself ;).
I could make a script to automate this process for you. Select the ground, and spline and hit go. easy enough
haha, excellent! sure, go ahead, i have no rights on it 😉. keep me updated, how it goes. BTW, love your stuff, man!
Would be interested in that!
@John Martini Can I contact you directly next week ? ... got some additional ideas (but I am at some vacations right now). Peter
How did it go?
@@XoioDe Sure you can email me at jokermartini @ gmail and we can chat
Awesome Tutorial! I just seem to have an issues at the garment part. When I bridge the border of the road with my terrain the mesh gets all distorted and it's as if their densities don't match
same happens to me. any advice?
@@valentinneagu2951 its late now but i would like to share why that happens. When you ask it to bridge, sometimes its not possible to bridge to the neighboring edge because 2 edges end up touching each other. So the program follows the next neighboring edge to bridge which might be quite far and that causes the cascade effect. This causes the distortion.
Hm, interesting approach!
làm đường theo bản cad có sẵn chứ không được tự tạo thì sao ạ
How do you know how big to make the terrain? I mean do you work out how many miles you need?
It really depends what you want to do. If you do terrains for game it's different than doing a terrain for a realistic animation. Personally I always try to start with realism: So go on Google earth, find something that reflects what you want to do and take this as a reference. What you do with it at the end is up to you.
great
Super Nice tutorial, i have a question : for large scale terrains like the one on the trailer at the beginning of the video what texture resolution has been used for this and what tool used for the texturing
??
Thank you for the appreciation! The resolution of the ground is fairly regular, 2k to 4k, nothing special. The key is to mix it, so it does not tile ;). If you want, I can pack it into part 2 ?
@@XoioDe yes pleeeease thanks a lot
@@agrebinidhal You hit the point - to get realism in landscapes you always need detail - no matter how close you are. Nature never blurs out .... and it rarely tiles ;). Will keep it in mind to put it in.
@@XoioDe yes that's true thanks for help :)
I'm running into an issue with my model. I've followed the tutorial to create a road network that cuts through my mountain mesh terrain. I have my road editable poly that is contoured to the shape of my mountain mesh... When I select the road's borders and try to extrude by moving it in the Z direction, nothing happens. If I individually select one border and move down in the z direction, then that one border will move. This will then mess up the rest of the borders. The specific part of the video I'm talking about starts at 7:10. If anyone could help out, that would be great!
Hey! Hard to tell: Do you have Edge / Face Constraint on? That would kind of explain, why you could not extend beyond the mesh ... Or maybe something with the Pivot-Point of you selection? Turn it to view/world and try different pivot settings? Third option: 2.5d snapping? I always work in 3d snapping ... Fourth attempt: Axis constraints off? Hopefully one of these helps ;).
@@XoioDe Figured it out! I had to hold ctrl+shift. Was just holding ctrl and it would not work. Thanks!
Спасибо! ;)
7:17 I am stuck at border extrude after relax modifier and I try many times. I don't know what I did wrong that it just extruding only a few borders of the road, not the entire.
Did you press STRG+A when having the borders submenu active? That should select all of them ...
@@XoioDe I have the same issue. Ctrl+A doesn't select them all. This approach doesn't work with all terrains. If you could release a video about how to achieve the exact one you have in the video, it would save more lives. Still great tutorial tho
fyi, I created my terrain with your "procedural terrains video" but this terrain is not in there
Doesnt work for me. When im extruding (around 8:00) it always fails right where the original lines cross and it doesnt smoothly connect
Also when sweeping the lines at the start my sweep already has many more polygons than you do, which looks like the problem for the extrusion later on
@@erik8136 Hi Erik. The number of subdivisions can be set like this: If you go into your base spline on the lowest level of your modifier stack and adjust the interpolation there. Try playing with adaptive and optimize to find the right amount of interpolations. About the other question ... hard to tell - maybe your extrusion is set to the wrong type? It has to be set to local normals and not individual polygons, for example ... hm.
Hi guys!
Im trying to do it here, but i have an issue related to the garmet maker. The question is: How you can control the same density of triangles exactly as the same as the border of the street... i didnt figure out how.
It's important to break all vertices of the spline. Did you do that? and best to do it one patch at a time ... does that help?
@@XoioDe Nice! thanks.
Im just seen the video couse im at work now.
It helps if on the next ones if possible to put some letterings on the screen, so a person like me that dont have sound on the PC can follow as well. Just a sugestion!
Btw congratulations!
@@igorhmcastanho congratulations? what for? ;)
for the tutorial is really good
it worked! thanks for the guide!
the garmen maker didnt work for me as well as it should
Sorry bout that - it's slightly unpredictable if the borders are not too regular - did not programm it ;). Try other subdivision algorythms maybe, but it's kind of important to keep the border vertex count. Good luck!
This tutorial for blender? Anyone know mybe?
Working on it ;).
@@XoioDe Thank you very very!
@@5th_Vertex Hey, I finally made it :) - it's finished - a little different but same idea: ruclips.net/video/G9Ax13H_n60/видео.html