ForestPack - Quick procedural road

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  • Опубліковано 4 лис 2024

КОМЕНТАРІ • 13

  • @brandonhall3353
    @brandonhall3353 2 роки тому

    This is absolute gold! Thank you Damien. One of the things i constantly forget about is the falloff.

    • @DamSchool
      @DamSchool  2 роки тому +1

      Thanks Brandon! Falloff is the way :)

  • @Blkglow
    @Blkglow 2 роки тому

    Comme d'habitude au top, merci!

    • @DamSchool
      @DamSchool  2 роки тому +1

      Content que ca te plaise! D'autres tutos arrivent :P

  • @maruatatlau
    @maruatatlau 2 роки тому +1

    Awsesome. Thanks for sharing🙏

  • @LORENZOCOLALONGO
    @LORENZOCOLALONGO 2 роки тому

    Beatiful ! Thanks

  • @PatrickGavin1
    @PatrickGavin1 2 роки тому +1

    Good stuff.
    One of the features of max that often gets forgotten is to clone with reference. For example make a master spline and reference twice for tyre tracks and then everything will move when you move verts on master spline

    • @DamSchool
      @DamSchool  2 роки тому +1

      It's a good idea indeed but you'll have to make sure to translate correctly the position of the referenced splines. That's why I showed it that way. But good trick too!

  • @iamski
    @iamski 2 роки тому +1

    Got a question in regards to the creation of the surface road with the tire marks. Was that all created in one single surface? Or did you make two surfaces, one for the foliage on the side of the road, and create an additional surface where you made the road and the tires and the deformation of the surface as if it's been rode on alot? Also, how did you got about creating the tire marks on the surface? Thanks, hope this question makes sense.

    • @DamSchool
      @DamSchool  2 роки тому

      Initally It was two surfaces but then the road marks were projected into the ground. I left the ghosting road surface to help you understand where I am building it but it's not use in this example. This example works on a single surface. If you do want to make two surfaces, it is the same way and technique, you would just pick the Road surface as an emitter for the stones and gravels. To create the tiremarks it's easy, I created a spline in front view that look like a cut of a road with the tiremarks ( A profil spline). After I did a path follow deformation so I got a mesh. When I was happy I placed it on the ground and projected in Zbrush to get One single mesh. This step are really bonus and not necessary here. But then I got a single mesh with a rod and tiremark, and if you want to go even further, you can do a UV that is based on a spline, the spline of the road. Make senses?

    • @iamski
      @iamski 2 роки тому +1

      @@DamSchool Yes it does thank you!