Today marks the first day of work on the Serraglio stage for Richard Burns Rally.
Project goals
- Learn techniques and procedures for making a RBR track
- Document the process well
- Create a guide of sorts for future mods
- Learn more about efficient texturing and UV editing in Blender
- Create an accurate recreation of Monza
I've wanted to create content for RBR for some time now, having owned the game for nearly 10 years I finally decided to take the plunge. Here is the Blender workflow I'm envisioning right now:
- Use GIS / LiDAR data to generate terrain base.
- Import KML route. Or use GIS to get OSM-Highways.
- Clean up contiguous segments of OSM – route and convert to curve.
- Create Drivable surfaces on terrain.
- Define tree wall locations.
- Model surrounding buildings.
- Model road surface in detail. (use height maps & Deformation)
- Add trackside detail.
- Bake all textures to objects.
- Vertex colors? (need to learn about how to use these)
- Export individual objects as FBX.
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