PiBoSo Official Forum

GP Bikes => Mods => Tracks => Topic started by: Arvoss on March 18, 2014, 08:06:08 PM

Title: Indianapolis WIP
Post by: Arvoss on March 18, 2014, 08:06:08 PM
I got a couple of basic 3D lessons at school and I decided to make a track :D Making a track is probably a bit easier than making bikes. I think someone is working on Qatar (Losail) so I'll try to make Indianapolis. I'm using blender to make this track. Making a track will take a lot of time since I'm very new at 3D modeling. But it's to learn new stuff etc. ;)

STEP 1 - HD picture of the track

1 hour and 55 pictures later I've finally finished a HD composition of Indianapolis :D
From far it looks like a normal satellite image but you can zoom in and see every detail! :D

(http://i57.tinypic.com/ie1f2q.png)

(http://i62.tinypic.com/91ckk0.png)

(http://i59.tinypic.com/2ecn6zr.png)

STEP 2 - Surface

(http://i62.tinypic.com/10ds7xs.png)

(http://i61.tinypic.com/20t1jcy.png)

I have some questions:

Is this a good start to make a track? (this is Losail) I rally don't know how other guys make their tracks. I don't watch tutorials ATM because I want to learn as much as possible by myself :D So if I finish a track 1 day it will be 1000% scratch built ;)

(http://i62.tinypic.com/2ebbcz5.png)


(http://i61.tinypic.com/a9ls05.png)

Is there a source to find good track images? Or do you look for images on Google images?
Is it easy to convert a blender file to a 3DS max file? Has someone even done this or is everyone using 3DS max?

More questions coming soon :P
Title: Re: I want to make a track...
Post by: Alby46 on March 18, 2014, 08:11:14 PM
is blender working good? it is also available on linux so maybe i will do some models :)
Title: Re: I want to make a track...
Post by: Arvoss on March 18, 2014, 08:20:36 PM
Quote from: Alby46 on March 18, 2014, 08:11:14 PM
is blender working good? it is also available on linux so maybe i will do some models :)

We learn blender at school and I like it :D I just don't know if exporting a .blend file to a 3DS max file is possible/easy...
Title: Re: I want to make a track...
Post by: Alby46 on March 18, 2014, 08:23:00 PM
i think you can export it to maya and then 3ds max
Title: Re: I want to make a track...
Post by: Arvoss on March 18, 2014, 08:23:42 PM
Quote from: Alby46 on March 18, 2014, 08:23:00 PM
i think you can export it to maya and then 3ds max

I'll see, I have time :P It will probably take 1 year until I have a decent track lol
Title: Re: I want to make a track...
Post by: janaucarre on March 18, 2014, 08:28:38 PM
Hello,
I don't know if there is a plugin for export to 3dsmax format but it does exist.
For the position of the polygones wich make asphalt surfaces, the images you posted show that all are non perpendicular to the edge(interior of the curves), after many hours of testing i noted that the best grip, and for not falling with no reason, is to make as perpendicular as possible the vertex.
If you want i post here screenshot of good and bad.
Title: Re: I want to make a track...
Post by: Arvoss on March 18, 2014, 08:29:24 PM
Quote from: janaucarre on March 18, 2014, 08:28:38 PM
Hello,
I don't know if there is a plugin for export to 3dsmax format but it does exist.
For the position of the polygones wich make asphalt surfaces, the images you posted show that all are non perpendicular to the edge(interior of the curves), after many hours of testing i noted that the best grip, and for not falling with no reason, is to make as perpendicular as possible the vertex.
If you want i post here screenshot of good and bad.

A screenshot would be nice if it's possible :D
Title: Re: I want to make a track...
Post by: janaucarre on March 18, 2014, 08:40:50 PM
i just take a look on the export to 3ds. It is clearly possible, you need python be installed, after that you make sn export in.3ds or .obj and .mtl (or mlt dont be sure), all your scene must be in one object, in 3ds you make an import (coche blender square, sorry dont know coche in english). The mlt (or mtl) is for the textures.
So, it's possible.
PS: what i say here is comming from a post 3years ago, perhaps that's better and easier now.
I post screenshot as soon as possible.
Title: Re: I want to make a track...
Post by: Arvoss on March 18, 2014, 08:42:42 PM
Quote from: janaucarre on March 18, 2014, 08:40:50 PM
i just take a look on the export to 3ds. It is clearly possible, you need python be installed, after that you make sn export in.3ds or .obj and .mtl (or mlt dont be sure), all your scene must be in one object, in 3ds you make an import (coche blender square, sorry dont know coche in english). The mlt (or mtl) is for the textures.
So, it's possible.
PS: what i say here is comming from a post 3years ago, perhaps that's better and easier now.
I post screenshot as soon as possible.

Thank you for the info and the screenshots :D
Title: Re: I want to make a track...
Post by: RBp on March 18, 2014, 09:04:56 PM
Just 2 tracks are need to complete this year motogp calendar, indy and the new track from argentina?

Most tracks are made in BTB nice and simple software, or made by using  top down photo and lofting a center line in 3dmax, Janaucarre correct that the track mesh works best at 90 degree angle from the grass edge, this way I fixed the currant tracks. Getting the textures correct you need to unwrap every single model to a image template  paint the template and then assign the material to the model in the 3d software.




Title: Re: I want to make a track...
Post by: Arvoss on March 18, 2014, 09:06:41 PM
Quote from: RBp on March 18, 2014, 09:04:56 PM
Just 2 tracks are need to complete this year motogp calendar, indy and the new track from argentina?

Most tracks are made in BTB nice and simple software, or made by using  top down photo and lofting a center line in 3dmax, Janaucarre correct that the track mesh works best at 90 degree angle from the grass edge, this way I fixed the currant tracks. Getting the textures correct you need to unwrap every single model to a image template  paint the template and then assign the material to the model in the 3d software.

I'll try to make Indianapolis :D Texturing will be something difficult I think :/ But first I need to make the track lol
Title: Re: I want to make a track...
Post by: RBp on March 18, 2014, 09:15:12 PM
I just started doing the textures just basic stuff with Ad boards for now for the BSB tracks, I've unwrapped a flat plan and used company logos off the internet added as layer, doing it this way I think will be easyer as I can simple change the texture and use the same model copyed multi times.  3Dsimed is also good software for exporting currant models and textures from tracks already built
Title: Re: I want to make a track...
Post by: PiBoSo on March 19, 2014, 05:39:14 PM
Quote from: Arvoss on March 18, 2014, 08:20:36 PM
Quote from: Alby46 on March 18, 2014, 08:11:14 PM
is blender working good? it is also available on linux so maybe i will do some models :)

We learn blender at school and I like it :D I just don't know if exporting a .blend file to a 3DS max file is possible/easy...

It should be possible to export to FBX format and then use the FBX2EDF converter.
Please report if it works.
Title: Re: I want to make a track...
Post by: PeterV on March 19, 2014, 05:48:30 PM
Quote from: RBp on March 18, 2014, 09:04:56 PM
Just 2 tracks are need to complete this year motogp calendar, indy and the new track from argentina?


Almost....
- Indianapolis
- Argentina
- Motegi
Title: Re: I want to make a track...
Post by: JamoZ on March 19, 2014, 05:57:59 PM
Jerez?
Title: Re: I want to make a track...
Post by: Arvoss on March 19, 2014, 06:04:40 PM
Quote from: JamoZ on March 19, 2014, 05:57:59 PM
Jerez?

Someone is working on Jerez :D
Title: Re: I want to make a track...
Post by: Arvoss on March 19, 2014, 06:47:13 PM
Quote from: PiBoSo on March 19, 2014, 05:39:14 PM
Quote from: Arvoss on March 18, 2014, 08:20:36 PM
Quote from: Alby46 on March 18, 2014, 08:11:14 PM
is blender working good? it is also available on linux so maybe i will do some models :)

We learn blender at school and I like it :D I just don't know if exporting a .blend file to a 3DS max file is possible/easy...

It should be possible to export to FBX format and then use the FBX2EDF converter.
Please report if it works.

I just noticed that you can export to a .3ds file directly from blender :D
Title: Re: Indianapolis WIP
Post by: Alby46 on March 19, 2014, 06:48:41 PM
good  8)
Title: Re: I want to make a track...
Post by: PiBoSo on March 19, 2014, 06:53:42 PM
Quote from: Arvoss on March 19, 2014, 06:47:13 PM
Quote from: PiBoSo on March 19, 2014, 05:39:14 PM
Quote from: Arvoss on March 18, 2014, 08:20:36 PM
Quote from: Alby46 on March 18, 2014, 08:11:14 PM
is blender working good? it is also available on linux so maybe i will do some models :)

We learn blender at school and I like it :D I just don't know if exporting a .blend file to a 3DS max file is possible/easy...

It should be possible to export to FBX format and then use the FBX2EDF converter.
Please report if it works.

I just noticed that you can export to a .3ds file directly from blender :D

The FBX converter would allow to skip 3dsmax.
Title: Re: Indianapolis WIP
Post by: Arvoss on March 19, 2014, 07:11:36 PM
I'll check it out ;) Thank you :D
Title: Re: Indianapolis WIP
Post by: Arvoss on March 20, 2014, 05:32:09 PM
Don't know if this is going to work :P But normally it should since it's a simple plane. ;)

(http://i62.tinypic.com/10ds7xs.png)

(http://i61.tinypic.com/20t1jcy.png)
Title: Re: Indianapolis WIP
Post by: Alby46 on March 20, 2014, 05:35:59 PM
good work, really! i don't know if i will ever get used with these programs
Title: Re: Indianapolis WIP
Post by: janaucarre on March 20, 2014, 05:47:27 PM
If you want we can join us on skype? I can explain to you little things.
Title: Re: Indianapolis WIP
Post by: Arvoss on March 20, 2014, 05:58:26 PM
Quote from: janaucarre on March 20, 2014, 05:47:27 PM
If you want we can join us on skype? I can explain to you little things.

I don't have Skype :/ I'll send you a message on the forum if I need help ;) Thank you :D

Question: What is the maximum amount of faces & vertices that I can use?
Title: Re: Indianapolis WIP
Post by: Arvoss on March 20, 2014, 06:18:27 PM
Kerb test

(http://i59.tinypic.com/15zi828.png)

Render of current work

(http://i61.tinypic.com/69gyzc.png)
Title: Re: Indianapolis WIP
Post by: Alby46 on March 20, 2014, 06:23:41 PM
man, great job, really. How many days did it take you to do that?
Title: Re: Indianapolis WIP
Post by: Arvoss on March 20, 2014, 06:34:48 PM
Quote from: Alby46 on March 20, 2014, 06:23:41 PM
man, great job, really. How many days did it take you to do that?

3 hours ;) I think Noss or Jannau does this in 30 minutes :P
Title: Re: Indianapolis WIP
Post by: RBp on March 20, 2014, 06:45:12 PM
I would put it into game like that to make sure it plays ok before messing with the kerbs,
Title: Re: Indianapolis WIP
Post by: Arvoss on March 20, 2014, 07:28:18 PM
Quote from: RBp on March 20, 2014, 06:45:12 PM
I would put it into game like that to make sure it plays ok before messing with the kerbs,

Of course, I'll try to finish the surface tonight ;) I just wanted to see if I could add kerbs using a curve and an array ;)
Title: Re: Indianapolis WIP
Post by: janaucarre on March 20, 2014, 07:33:19 PM
the limit of polygons is by your pc config in first. By me the export begins to crash about 300 000 polys, i know that noss can export more than 500 000 polys.
For a good fps in game i think the best is to be between 150 000 and 250 000.
I work on aragon and note that the basic version have many walls of tyres, all tyres are modellised, and they represent more than half ofall polys pf the track, so i rebuild them.
Many persons have had shutting down fps because these tyres walls.
First rule i've learned in 3d was: build things with the least possible polygons you can, the big part is to make textures looking like the real. With that rule you will have a gain of building time and a gain in rendering(if you want to make animations), and of course a gain of treatment ingame.
Title: Re: Indianapolis WIP
Post by: Arvoss on March 20, 2014, 07:35:31 PM
Quote from: janaucarre on March 20, 2014, 07:33:19 PM
the limit of polygons is by your pc config in first. By me the export begins to crash about 300 000 polys, i know that noss can export more than 500 000 polys.
For a good fps in game i think the best is to be between 150 000 and 250 000.
I work on aragon and note that the basic version have many walls of tyres, all tyres are modellised, and they represent more than half ofall polys pf the track, so i rebuild them.
Many persons have had shutting down fps because these tyres walls.
First rule i've learned in 3d was: build things with the least possible polygons you can, the big part is to make textures looking like the real. With that rule you will have a gain of building time and a gain in rendering(if you want to make animations), and of course a gain of treatment ingame.

I'll try to use less polygons as possible ;) I can always delete some faces afterwards of course. The fences will have most vertices I think. I'll see, I'm not there yet :P
Title: Re: Indianapolis WIP
Post by: Hawk on March 20, 2014, 07:46:23 PM
Quote from: Arvoss on March 20, 2014, 07:35:31 PM
I'll try to use less polygons as possible ;) I can always delete some faces afterwards of course. The fences will have most vertices I think. I'll see, I'm not there yet :P

If your talking about the see-thru wire fences surrounding most circuits these days, you don't model the wire fencing, you use a texture with alpha map and then UV map the texture onto a plane surface to represent the wire in the fence. It's a lot simpler and saves a MEGA huge amount of ploy's that would otherwise need rendering.  ;)
Title: Re: Indianapolis WIP
Post by: janaucarre on March 20, 2014, 07:55:00 PM
finally i post screenshot for good and not good disposition of vertex along the asphalt:

Good:
http://imageshack.com/a/img541/3751/e3zc.png (http://imageshack.com/a/img541/3751/e3zc.png)
(http://imagizer.imageshack.us/v2/800x600q90/541/e3zc.png)

Not good:
http://imageshack.com/a/img19/5737/4i94.png (http://imageshack.com/a/img19/5737/4i94.png)
(http://imagizer.imageshack.us/v2/800x600q90/19/4i94.png)

I saw that you have not good vertex disposition on certain part of your WIP indianapolis.
I hope you good understand.
Title: Re: Indianapolis WIP
Post by: Arvoss on March 20, 2014, 07:58:08 PM
Thanks Jannau, it's clear now :D I'll fix the corners ;)
Title: Re: Indianapolis WIP
Post by: Hawk on March 20, 2014, 08:08:35 PM
Hi Arvoss.
If I may, can I suggestion for you to study about the pitfalls of Ngons and also about the benefits of good topology for realtime 3D modelling work. If you neglect these things you will create big problems when you come to UV mapping and texturing your model, and also Ngons in particular takes the GPU/CPU a lot longer to render into Tri's than taking a quad plane into Tri's which all game graphics engines use in their rendering, hence when someone rips a track(or any ripped 3D model) from a game it will come out as a triangulated polygonal model rather than a quadrated poly model as the ripper software takes the model data after it's been rendered.

Also for the track surface, I understand the novice thinking that the less verts the more efficient the rending(which to a certain degree is very true), but especially when building models of track surfaces that need to work well with the way collision models are generated, usually these days from the topology of the track surface model, you need to build in more resolution to your track surface with good topology all round. Just creating the track surface from oblong poly's is asking for trouble in the way the collision model is generated, especially when you come to tight hairpin bends where the topology of the track surface will become very distorted, this also makes texturing the track a nightmare because you get a lot of distortions and stretching in your textures. I believe having seen others topology on tracks we are using that this could be a reason we have so many problems with bikes slipping over for no apparently good reason when taking these tight turns on corners and chicanes.

Just some friendly advice from a fellow 3D Modeller ;) :)
Title: Re: Indianapolis WIP
Post by: Arvoss on March 20, 2014, 08:23:09 PM
Thanks for the advice ;) Is it me or is it complicated to export a track to GP Bikes? I checked the tools.piboso and everything looks so difficult  :o
Title: Re: Indianapolis WIP
Post by: Arvoss on March 20, 2014, 08:26:40 PM
Does someone know where the last corner is placed? I can't find a good image on google and the onboard view has a small field of view.

(http://i59.tinypic.com/344wnk5.png)
Title: Re: Indianapolis WIP
Post by: Arvoss on March 21, 2014, 11:26:29 AM
Surface 'done'! :D

(http://i60.tinypic.com/e848y1.png)

(http://i60.tinypic.com/zmgxw2.png)
Title: Re: Indianapolis WIP
Post by: Alby46 on March 21, 2014, 01:58:45 PM
Great work! I'm really looking after this :)
Title: Re: Indianapolis WIP
Post by: janaucarre on March 21, 2014, 02:09:23 PM
i think you made the job very speedy:)
Title: Re: I want to make a track...
Post by: Arvoss on March 21, 2014, 02:54:15 PM
Quote from: PiBoSo on March 19, 2014, 05:39:14 PM
Quote from: Arvoss on March 18, 2014, 08:20:36 PM
Quote from: Alby46 on March 18, 2014, 08:11:14 PM
is blender working good? it is also available on linux so maybe i will do some models :)

We learn blender at school and I like it :D I just don't know if exporting a .blend file to a 3DS max file is possible/easy...

It should be possible to export to FBX format and then use the FBX2EDF converter.
Please report if it works.

I saved as .FBX and tried to export it as a collision but the program always crashes. Maybe I'm doing something wrong...
Title: Re: Indianapolis WIP
Post by: janaucarre on March 21, 2014, 05:00:31 PM
I will install blender this night or next and try to export small things to learn how to do.
Title: Re: Indianapolis WIP
Post by: Arvoss on March 21, 2014, 05:03:33 PM
Quote from: janaucarre on March 21, 2014, 05:00:31 PM
I will install blender this night or next and try to export small things to learn how to do.

I can export an .fbx file but I can't export it with the fbx2edf converter. And I only have 3DS MAX 2014 but the plugins are for <3DS MAX 2010.
So if you could try to export a simple thing to .fbx and try to convert it and tell me if it works ;) That would be great :D
Title: Re: Indianapolis WIP
Post by: Obelix90 on March 22, 2014, 08:00:35 PM
Hi,

I'm trying to create a new track for GPB with Blender too. My problem is also the converting with the fbx2edf tool. When I'm trying to convert it, it crashes.
I named the track object TRKASPH and don't have another object in the scene. I'm not sure about the options when exporting the fbx file in Blender. I will attach a picture of the menu.
Did anyone do this before?

http://imageshack.com/a/img534/3788/so9v.jpg
Title: Re: I want to make a track...
Post by: PiBoSo on March 22, 2014, 10:21:48 PM
Quote from: Arvoss on March 21, 2014, 02:54:15 PM
Quote from: PiBoSo on March 19, 2014, 05:39:14 PM
Quote from: Arvoss on March 18, 2014, 08:20:36 PM
Quote from: Alby46 on March 18, 2014, 08:11:14 PM
is blender working good? it is also available on linux so maybe i will do some models :)

We learn blender at school and I like it :D I just don't know if exporting a .blend file to a 3DS max file is possible/easy...

It should be possible to export to FBX format and then use the FBX2EDF converter.
Please report if it works.

I saved as .FBX and tried to export it as a collision but the program always crashes. Maybe I'm doing something wrong...

Could you please upload the FBX file for debugging?
Title: Re: I want to make a track...
Post by: Arvoss on March 22, 2014, 10:31:31 PM
Quote from: PiBoSo on March 22, 2014, 10:21:48 PM
Quote from: Arvoss on March 21, 2014, 02:54:15 PM
Quote from: PiBoSo on March 19, 2014, 05:39:14 PM
Quote from: Arvoss on March 18, 2014, 08:20:36 PM
Quote from: Alby46 on March 18, 2014, 08:11:14 PM
is blender working good? it is also available on linux so maybe i will do some models :)

We learn blender at school and I like it :D I just don't know if exporting a .blend file to a 3DS max file is possible/easy...

It should be possible to export to FBX format and then use the FBX2EDF converter.
Please report if it works.

I saved as .FBX and tried to export it as a collision but the program always crashes. Maybe I'm doing something wrong...

Could you please upload the FBX file for debugging?

I put 2 files in it: the track file and a simple plane with a TRKASPH material.
http://we.tl/SxKl0xG7CC
Title: Re: Indianapolis WIP
Post by: Obelix90 on April 08, 2014, 01:11:47 PM
Hi, any news here?
Title: Re: Indianapolis WIP
Post by: Arvoss on April 08, 2014, 01:23:56 PM
Quote from: Obelix90 on April 08, 2014, 01:11:47 PM
Hi, any news here?

Wating for the new version of the FBX converter :/ But don't expect a release soon :P I hope to release something before the real race, somewhere in August.
Title: Re: Indianapolis WIP
Post by: Obelix90 on April 08, 2014, 01:51:15 PM
Ah ok. I'm also waiting for the new version of the converter.
Title: Re: Indianapolis WIP
Post by: Hawk on April 08, 2014, 02:36:10 PM
I thought the fbx converter was just more for ease and convienience? I didn't think the fbx converter was essential to implement a track for GP Bikes, as this was possible before the fbx converter was released if you use 3ds Max and the edf exporter max plugin for the file export? Or have things been changed that much?
Title: Re: Indianapolis WIP
Post by: Arvoss on April 08, 2014, 02:38:23 PM
Quote from: Hawk_UK on April 08, 2014, 02:36:10 PM
I thought the fbx converter was just more for ease and convienience? I didn't think the fbx converter was essential to implement a track for GP Bikes, as this was possible before the fbx converter was released if you use 3ds Max and the edf exporter max plugin for the file export? Or have things been changed that much?

I have 3DS max 2014 so the plugin doesn't work. PiBoSo said I could export my track (in Blender) to  a .fbx format and convert it with the FBX2EDF tool. But the application crashes when I try to export the track...
Title: Re: Indianapolis WIP
Post by: Hawk on April 08, 2014, 02:54:03 PM
Quote from: Arvoss on April 08, 2014, 02:38:23 PM
Quote from: Hawk_UK on April 08, 2014, 02:36:10 PM
I thought the fbx converter was just more for ease and convienience? I didn't think the fbx converter was essential to implement a track for GP Bikes, as this was possible before the fbx converter was released if you use 3ds Max and the edf exporter max plugin for the file export? Or have things been changed that much?

I have 3DS max 2014 so the plugin doesn't work. PiBoSo said I could export my track (in Blender) to  a .fbx format and convert it with the FBX2EDF tool. But the application crashes when I try to export the track...

Aaahh... I understand.... It's such a BIG pain in the butt when work has to stop because of exporter plugin problems.... especially when nothing seems forthcoming to solve the issue very quickly....VERY frustrating indeed! ::) :( :(
Title: Re: Indianapolis WIP
Post by: LauZzZn on April 08, 2014, 04:35:29 PM
If you need the 3DS max installer, i uploaded mine. Just pm me,and i send it to you
Title: Re: Indianapolis WIP
Post by: BeukeR on April 17, 2014, 04:39:05 PM
Anyone doing some new tracks lately?

We still haven't got Jerez, which is in my opinion one of the most enjoyable tracks out there, and i'm sure i speak for many others.
can we pls have this as the next track in GP bikes, I know it takes lots of time to create one.
but pls consider making Jerez, and save ur time with tracks like portimao which is a good track, but its almost unrideable due to the physics of the bikes in game.

https://www.youtube.com/watch?v=oAaNwrsxNqg

do i have to say more? :}
Title: Re: Indianapolis WIP
Post by: Arvoss on April 17, 2014, 04:47:49 PM
Quote from: BeukeR on April 17, 2014, 04:39:05 PM
Anyone doing some new tracks lately?

We still haven't got Jerez, which is in my opinion one of the most enjoyable tracks out there, and i'm sure i speak for many others.
can we pls have this as the next track in GP bikes, I know it takes lots of time to create one.
but pls consider making Jerez, and save ur time with tracks like portimao which is a good track, but its almost unrideable due to the physics of the bikes in game.

https://www.youtube.com/watch?v=oAaNwrsxNqg

do i have to say more? :}

Someone is working on Jerez, I don't know who but I'm sure I saw this on the forum somewhere ;)
Title: Re: Indianapolis WIP
Post by: RiccoChicco on April 17, 2014, 05:08:58 PM
It's Alex_Logan_3D, the creator of the Panigale 3D model  ;)
Title: Re: Indianapolis WIP
Post by: LauZzZn on May 10, 2014, 10:20:34 PM
Did you see this?

http://youtu.be/MEoSax3BEms