This track was the second and final tracks that i made during this project and it was the simplest one to make. This track didn't have to much of a challenge for me as it was all very flat and little elevation throughout the circuit. The final outcome of this track makes it my favourite as it is scenic enough but not too much and has well placed props throughout the circuit. Another reason it is my favourite is because the corners are very fun to drive around and you do little to no spinning out which makes it more satisfying.
Why was this track chosen?
I chose the British grand prix as it is located in Britain which is our home country. I also decided this one for the fact that it is simple and has some nice corners on it. This may seem weird of a reason but these turns it can make some nice scenery looks as well as nice over taking places. Another reason this track was chosen is because it is meant for racing, these Formula 1 tracks are built out to be made for cars to go around them and race opponents which matches what we are doing with our game.
Step 1: Finding a reference image
The first step i did was to make sure i got up some reference images to help me get an idea of what im dealing with. When i found one as simple as it could get i would save that so then i can trace over it in 3ds max later down the line.
Just like the Japanese track, i placed an image onto a primitive in 3ds max so then i could get started on the tracing process.
Now that i had some experience in making roads in 3ds max, i knew that i could just skip the tutorials and get straight into tracing the track. With one track down i flew through this model as i had already had past experience. Every step from here would just be so easy and i shouldnt take too long on it.
The next step to make it look more like a race track is by colouring it. The way this is done is by creating swift loops around the whole track. These swift loops would be placed around the track where i want different markings whether that's the corner markings or the lined markings around the entire track. After the swift loops are all in place i would then use the face tool to pick where i want a certain colour to be. I first started off with the road colour.
As you may have noticed i have added in a smaller road. This will be the pit lane road, which in the game no one should be able to drive on but its there for the looks/ extra detail. This was easy done as i would trace over the image again just like i did for the track and then i would attach the track to the small road creating it all as one. For the road i clicked on the model and changed the material to a dark grey and made sure it wasn't reflective.
Just like the japanese track i would make sure to double click on the outer faces just shown on the right and then i would change that colour to the road markings colour, which in this case is white.
For the corners i did the same thing again like i did on the japanese track. This is all repetitive, but because they are the same track with different shapes to them they will pretty much be the same method of making them. However on this track i added green and white markings as well as the red and white ones. The green markings will be around every bend that's not so sharp.
Creating the Assets for my track