Basic Track Creation Tutorial
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Introduction First of all I would like to say that in order to complete this tutorial you should have some previous experience navigating through the 3d Studio Max 3.1 menu. This tutorial is relatively easy and most, if not all should get through it with a track. I would also like to mention that this is not the only way to create a track, but just a method that I have found to speed up the process. Also, you may also want begin developing your own technique, for example in this tutorial we do not create and pit roads or "extra" elements. If you plan ahead, you'll be able to add these easily.
These are some things to keep in consideration when creating a track. The biggest factor in my opinion is the use of polygons. The developer must keep the audience (their preferences, and CPU type), and the track type in mind. For example, if the developer is making a track that has long, smooth banking, he or she would use many more polygons then a track with long straightaways, or a flat banked road course.
With those variables taken into consideration, it will create a FPS (frames per second) friendly track, and a smooth one as well.
For Heat specific guidelines, check out the Heat track information page.
Part 1 We'll start by making a spline, using an ellipse shape to round off the turns.
Create > Shapes > Splines > Ellipse.
Now we'll create the turns.
Click and drag the ellipse in the top view port until you get a shape similar to this, or one whatever you want for turn widths. It doesn't really matter.
Well that doesn't look like an oval? Where's the front/back stretch? Hey, l guess we need to add one. Do this:
(Note: My menus have been customized, so it may look a little different then default. I have the buttons above set for my most common use, I would suggest something like above, they are all used sometime in track creation.)
Modify > Edit Splince > Sub-Object: Segment
Select the bottom segments like above.
Detach as new shape. Don't worry, they'll come together again.
Move the half back a bit, like I did above to allow some front stretch action.
Click attach, then click on the detached shape. They will come together.
Click Create Line. Click in the general proximity of the vertices (points) on the end of the turns. It doesn't have to be exact, however try and get it as close as possible. Right mouse click ends the line. Click 3 and 2 above is a segment, 4 and 5 is as well.
Select vertices like above then fuse then WELD them together. Do the same for the remainder of the turns/stretches.
This is the track path.