New Addon! How to finally create Roads & Bridges in MINUTES instead of DAYS

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  • Опубликовано: 27 сен 2024

Комментарии • 34

  • @juanblanco7449
    @juanblanco7449 8 дней назад +2

    i NOW rename you "THE ROAD god". awesome work.

  • @Fazoway
    @Fazoway Месяц назад +2

    The division of roads into smaller roads was done very cool.👌👌

    • @Roads_Must_Roll
      @Roads_Must_Roll  Месяц назад

      Hi Fazoway, thanks you very much for your comment! :-)

  • @JaridMitchell
    @JaridMitchell 7 дней назад +2

    This is amazing! Going to buy this! You should make a version or addon for parking lots and one for airports/taxiways! I would buy anything similar to this as well!

    • @Roads_Must_Roll
      @Roads_Must_Roll  7 дней назад

      Thanks! :-) That's nice to hear. Yes, that's a cool idea. I was also thinking about making monorails and train tracks at some point. :-)

  • @LorenzoEvangelisti
    @LorenzoEvangelisti 7 дней назад +1

    Thank you!!!

  • @nobleengine
    @nobleengine Месяц назад +2

    This is very fun.

  • @bakriomar365
    @bakriomar365 19 дней назад +2

    This is amazing

    • @Roads_Must_Roll
      @Roads_Must_Roll  15 дней назад

      Thanks Bakri! :-)

    • @bakriomar365
      @bakriomar365 15 дней назад +1

      @@Roads_Must_Roll You are very welcome, I'm getting it for sure :)

    • @Astopia
      @Astopia 14 дней назад

      @@bakriomar365 That's nice to hear! :-)

  • @andrewdeacon4384
    @andrewdeacon4384 10 дней назад +3

    Brilliant work. Can the cars drive on the left as in UK, Australia etc?

    • @Roads_Must_Roll
      @Roads_Must_Roll  10 дней назад

      Thanks! 🙂 Yes, they can! :) You can change the direction of the cars per lane. You can also flip the direction of the panels on the overhead signs.

  • @DarzaLeuven
    @DarzaLeuven 8 дней назад +2

    Great work and deserves to be the best ever.

  • @lestatluchalibre
    @lestatluchalibre 5 дней назад

    you need to add spot lights on the cars so looks more realistic, each car with its own spot lights...

    • @Roads_Must_Roll
      @Roads_Must_Roll  5 дней назад +1

      Thanks for your feedback. That is something I considered at some point and I will have to do some testing with that. It would be 4 spotlights per car. So if you have 200 cars, that's 800 spotlights. I'm afraid it will slow down everything too much. It will need testing.

  • @Ladamshify
    @Ladamshify 6 дней назад +2

    Wouaho ! Congrats for all this work, it looks amazing !
    Is it possible to buy the personal licence then upgrade to commercial one with the personal version price deducted or will I have to rebuy the whole price ?
    Also, I saw your comment about the roads not being convertible to meshes. This addon won't be useful for me without it as I need to export roads to a game engine. I easily converted geometry nodes in the past by simply adding a "Realize Instances" node before the last one.
    Like this : ruclips.net/video/hSLE1maQWyg/видео.htmlsi=OHJxExInH8J8HC0U&t=86.
    Wouldn't that work on your nodes ?
    A huge thank for your time. Keep up that awesome work !

    • @Roads_Must_Roll
      @Roads_Must_Roll  5 дней назад +2

      Thank you very much!🙂 Yes, absolutely. When you buy the personal license first, Blender Market will automatically subtract the already paid amount from the amount you'll still have to pay for the commercial license.
      As for exporting, I ran some tests, and you were spot on - thanks for the heads-up! The only catch is that a few material elements don't convert perfectly. I’ve updated the FAQ to reflect this: theroadsmustroll.com/docs/#faq I also tried exporting as an .fbx to Unreal Engine - the mesh came through just fine, but the materials didn’t convert as expected. I think I will have to dig a little deeper for this to work.

    • @Ladamshify
      @Ladamshify 5 дней назад +1

      ​@@Roads_Must_Roll Awesome news ! Thanks a ton, I'll buy it real soon then.
      For the materials, indeed the only materials exportable to game engines are the ones using only simple princple bsdf node if I recall correctly. The typical workflow is to export only the meshes and all textures (albedo, normal, metal, etc) and create all materials directly in the game engine. You won't be able to import any other materials type from blender afaik.
      So if you want to simplify the process for game engine exports, you could create a version that only use simple materials.
      But even without these modification, I should be able to modify the materials and export the textures myself.
      I'll do some tests as soon as I'll buy it. Would you like me to keep you updated ? I can send you the working materials if I have successful results. Or if you want to pm me to know more about gamedev workflow, I can hit you up on your website mail.
      Thanks again !
      edit : I just read the faq. For the white lines and such, I think there's no other choice than to generate meshes too for them and place them a little above their respective surface (to prevent z fighting) and apply a simple white material on them. I don't see a better option right now as we can't bake the whole road texture, it'd be a waste of ram, storage and perfs for realtime apps like games, and we can't export them as decals either afaik but I'll have to dig on how you create these lines in the first place to see better.
      I could also bake just a small portion of the road and repeat it along the rest. Or recreate simple lines myself using the initial curve. In the worst case, I'll just skip it and apply my own textures with lines to the road meshes.

    • @Roads_Must_Roll
      @Roads_Must_Roll  5 дней назад +1

      @@Ladamshify That's nice to hear! It would be really cool if you could keep me up to date about that. (my email address is on the website). Initially I created the white lines on the road as geometry in geometry nodes. So I could potentially integrate that again and give it as an option. That way you could use those to create a texture in Unreal with projection mapping perhaps? So that you could delete the white lines mesh again afterwards. (I have no experience with Unreal for the moment) Thanks! :-)

    • @Ladamshify
      @Ladamshify 4 дня назад +1

      ​@@Roads_Must_Roll Allright, will do. I just bought it rn. Excited to look that up !
      White lines as geometry would be great. Any gamedev could handle the rest themselves with this. There's indeed several technics that could be used. But even the lazy way by just keeping geometry would be okay, today's gpus can handle lots of triangles, and we can also cull the geometry that is outside of camera view so, it'll be fine. Little side note : I'm experienced with Unity, but it's mostly the same technics used in both UE and Unity.

    • @Roads_Must_Roll
      @Roads_Must_Roll  4 дня назад +1

      @@Ladamshify That's great to hear! :-) Please let me know if you have any questions.

  • @velocity.motion
    @velocity.motion 12 дней назад +1

    amazing addon by the way

  • @velocity.motion
    @velocity.motion 12 дней назад +1

    can i convert the road to mesh? , bcz i wanna do manual animation of my car on the road

    • @Roads_Must_Roll
      @Roads_Must_Roll  12 дней назад +2

      Hi, converting the road to a mesh is possible, but currently with a few limitations, see the faq: theroadsmustroll.com/docs/#faq This is definitely something to have a look at in the future. It would be nice if this is possible. Concerning the possibility to animate your car manually: I'm not sure which method you want to use for animating your car, but it all depends on the complexity of what you want to do I think. If the roads are all level (a flat surface) there shouldn't be an issue as long as you don't want to make the car bounce against barriers and borders and such. If the road goes up and down as well, you can use the same curve that is used to create the road, to animate your car. Then again: if you want to do more funky stuff (lane changing, ...) on roads that go up and down, I'm not sure how to do that for the moment.

    • @velocity.motion
      @velocity.motion 12 дней назад +1

      @@Roads_Must_Roll thank you for reply , maybe i will buy it and i will try with flat plan

    • @katrienwouters-i7n
      @katrienwouters-i7n 8 дней назад +3

      Wow machtig!!

    • @Roads_Must_Roll
      @Roads_Must_Roll  5 дней назад

      @@velocity.motion Actually, as @ladamshify pointed out, you can convert the road to a mesh. Just keep in mind that a few material elements won’t convert - I’ve outlined the steps and details in the FAQ here: theroadsmustroll.com/docs/#faq