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jwhop3 Profile
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Registered: 01-2012
Posts: 163
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? about infield.3dos...


You guys make such clean and sharp infields. Rather than trying to get my nurbs to turn just right, is it easier to draw my piece in Painshop Pro, save it as a AI (Adobe Illustrator) and import it into max, then texture it? With that method, I could use aerial photography and texture my infields perfectly.

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Sprint Cup races would be just fine with 36 cars.
2/17/2012, 10:52 am Link to this post PM jwhop3 Blog
 
amtronic Profile
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Registered: 01-2012
Posts: 578
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Re: ? about infield.3dos...


I use googlearth and save a picture, then paste it into the ground mip.

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http://nr2k3tracks.com/
for tracks, mods, and utilities.
2/17/2012, 12:33 pm Link to this post PM amtronic Blog
 
jwhop3 Profile
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Registered: 01-2012
Posts: 163
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Re: ? about infield.3dos...


I've done that, but they always tend to look blurry in the game. I'd like to section it off, like at Daytona_Revamped, but not use tsds, cause they can get mottled looking too. The areas I'm aiming for are the sections inside of the turns, asphalt and concrete surfaces in the pit and garage area, and areas oputside of the track, parking lots, access roads. The appeal of importing these into max is that I can raise and lower vertices and introduce a little topography.
I read about importing Illustrator files into max as a cad drawing, then I can map my overheads to that. I'm thinking that should maintain the resolution in-game.

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Sprint Cup races would be just fine with 36 cars.
2/17/2012, 12:54 pm Link to this post PM jwhop3 Blog
 


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