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Simple said I took the white line outsides of the Fuji track and tried to fit it in a square shape. Once in 3dsmax it was time to set the scale 100% precise. Then exported both terrain and road (low poly) to fbx so we can use it in 3dsmax. Then it was time to also get the Z axis depth so you feel it when you drive down or uphill like it should be on this track. This was my first upgrade on the blender model, I did make a raw low poly retopology from satellite data to have the terrain very precise in heights (hill shapes) On the bottom of this article I go in depth on how to use the materials and give you a free moddev example that works fine in game.įirst I will show some stuff I have done to have a very precise recreation of the satellite data and references I have collected in last two months. If you support my work feel free to become a patron and give me some more free coffee :-) A lot homework and time has gone into this project so far. I will include an example of a scene with just a square mesh that you can use to extend for your needs. Later on we might add extensions to the track to have cup races with a short layout (non chicane). As you know Fuji 2021 is my big how to tutorial and will become a high detail track, based around WEC endurance theme. I was working on a new LMP1 car with Valjouss for our Global Endurance Modding group.
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Sure it took a while to get this part 3 out. In previous part we made the basic shapes of the track.
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