内容摘要:用maya制造环形跑道模型和材质
Part One
Racetrack environment creation has been my staple diet for the last eighteen months as I have been working on Total Immersion Racing, at Empire Interactive’s Razorworks studio based in Oxford. Razorworks, renowned for their Apache helicopter flight simulations on the PC, decided to take simulation into the racing genre, albeit with an arcade twist. The result is a multi-platform racing game containing real licensed GT cars and a number of racetracks, both real and fictional. I joined the company at the early stages of development and have focused soley on track design and creation. For TIR I helped to develop two real circuits, which required a keen eye for real world accuracy, plus two invented circuits where I could let my imagination flow a little! This tutorial concentrates on the processes involved with geometry construction and texturing of a typical polygonal racetrack environment that could be run within the TIR game engine. During the development of the game, it became clear that we were generating our own in-house style for the track creation, and many of the stages you see here are the result of hours of refinement to streamline the process. The track itself is one that unfortunately did not make it to the final build of the game but is a simple example that is useful to show track building techniques. CREATING THE BUILD CURVES

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