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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

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  1. #11
    Join Date
    Apr 2010
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    Well, it starts with the way you make the track, in 3ds max you make a line following the track's curves and elevations and then you make another line with the cross section of the track. Then you use the Loft operator to make a solid object from those two shapes. That automatically creates UV coordinates for the track. Then you just make a mosaic texture and it repeats itself along the track, following it's curves.

    here's this track's mosaic texture:
    Attachment 2570

    I think this is how Studio Liverpool did for Pure. At least that's what I can tell from the development screenshots...
    Last edited by Xpand; 3rd August 2011 at 06:44 PM.

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