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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