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W.I.P. Nisseringen Denmark LIDAR landscape

luchian

Administrator
Staff member
Great to hear @DanTDBV . Looking forward to see how this project will turn out. Who knows, maybe it will even inspire 'some of us' to pick up work again :whistle:
 

DanTDBV

Member
Guardrails are beginning to take shape.



I am losely following the blender guardrail tutorial here:


The boxes are quick rulers. Planes where one side is the correct length.

The circles have a radius of 9 mm and have 14 vertices.

Well we will see how this will work out.

Happy trackbuilding.
 

Attachments

DanTDBV

Member
Okay.


I have finnished my guardrail profile.


My approach have been this:

Opening the profile image in UV/Image Editor.

Object mode
Create a plane with the outside dimensions of the object and set y location to 0.

Created 3 planes with one side corrosponding with, one of the measurements from the image and alligned these with location y 0. Plus 2 more alligned visually.

Created a circle with 9mm radious and decided that 14 vertices would work for me.

Dublicated this multiple times with Shift D and moved each to its possition. I did not create an extra this time, but I would do that next time, as it will come in handy later.

Shift to Edit mode Chosing edges
Using shift and/or crtl to select the unwanted edges and deleted them from all of the circles.

The curvy parts.jpg


Shift to Object mode
Chosed what was left of one of the circles.

Shift to Edit mode Chosing vertices
Chosed a vertice and hit Alt E, to extrude it close to, the next circle or the edge.


Shift to Object mode
Selected pieces to join with Shift leftclick, then Crtl J to join.

Shift to Edit mode Chosing vertices
Selected vertices with Shift leftclick, then Alt M to join.
Continued until the profile was complete.

Zoomed in to a certain level, moved along the profile, aligning the nessesary vertices with the appropiate plane edges.

Used the extra circle to align the curve vertices, then deleting it.

Fineadjust curve.jpg


Guardrail profile.jpg


Shift to Object mode
Used Object/Transform/Origin to Geometry to Center the Anchor/Pivot point.
Deleted the guideplanes.
Shifted X Y Z Locations to 0.

Used Shift D to duplicate and M, to move the copy to another layer.

Saved the file with a new name.

Guardrail profile finnished.jpg


This is where I am now.


Well not entirely.

Today I have detail photographed a Guardrail of the same type.


With and without a ruler, so I can get the joints correctly. It will also be the basis, for my first attempt, to create a texture.


The ball is rolling again.

Happy tracking.
 

Mr Whippy

Active Member
Looking good.

I did this for making textures for guardrails for a track a few years back.

Just get good geometry, make it all tile/fit together as per reality, then bake normal maps/textures from it, then tart up with 'features' in DDO or Substance or whatever else.

I made all my armco 2d planes with textures and unless you were literally scraping along the barriers to be able to see at such a shallow angle, you couldn't tell it was flat.


I suppose on a small track like this though, with lots of opportunities to see silhouttes of the armco, and rallycross type driving, then 3D with baked normals is probably the way to go :D

Dave
 

DanTDBV

Member
A quick guardrail update.

I have found some better, for unrestricted use, guard rails that i am addapting for my needs.

I am reducing the poly count. The 4 m plank is 6112 polys reduced to 1040. Depending on placement, this can be reduced further.

My current state.

2 guardrailplates 5 poles.jpg


4 m guardrail plank and 75 cm IPE 140 pole.jpg

IPE 140 post.jpg

75 cm IPE 140 made by me.

Guardrail original hole.jpg


Guardrail reduced hole.jpg


Guardrail original plank.jpg


Guardrail reduced plank.jpg


I am busy now so I will return later, with where i found the guardrails.

Happy racetrack building
 

DanTDBV

Member
I am happy to be back, with something new to write about..

I have finnished my first part!

The IPE 140 post's that usually holds the Guardrails. I have made a 75cm and 100cm version.

IPE 140 post.jpg


I have ditched nearly all the terrain work, that I have made so far. I have gone back to reducing the mesh, created from the Point Cloud, as much as possible with MeshMixer.

Reducing Nisseringen in Meshmixer.jpg


I am partway in this process. I have deleted those parts of the mesh that is not visible from the track.


After a long stint researching shipping containers, I have begun producing the different parts that go into them. I have found drawings with precise measurements of the parts.

Wallpanel profile 4 corugations.jpg


I am going to create Standard and High Qube versions of 10, 20 and 40” containers. Both with and without interiors. Adding to that will be 40” ones with extensions and doors in both ends. Those where used on the Copenhagen Historic GrandPrix track in Fælledparken and are in use at their Bellahøj Park track.

10 feet High Qube Wallpanel.jpg


When I am finnished, I will release the full Container pack, with all of the lose parts. Could be usefull to Container home builders.

40 feet High Qube Wallpanel.jpg


Guardrails are beginning to show some promise. I am in the beginning of experimenting with textures for them. I am looking into what I can do, with normal maps and transparency.

4m Guardrail with 1m IPE 140 post.jpg


I have created the galvanized texture in Photoshop CC and save it as a dds.

Light_Steel_Galvanized 4096 1024.jpg


That is all from me this time.

Happy modding
 

luchian

Administrator
Staff member
Oho, you've got multiple plates to taste Dan :).
Glad to see you back, it looks very promising.

I see you work like a mechanical engineer, are you one ? :)
Curious about containers; are you planing on using them close to the track or further ? If they are not close, good texturing and normal maps will make a very good job also instead, saving on the polys.
 

DanTDBV

Member
I am very happy to be back luchian.

No I am not, I just sometimes have a very hard time, seeing how things breaks down. The same goes for determing the sizes of objects in picture.
Technical drawings with measurements is what I like to use. Here's a little snippet of what I am using.

Container part drawings.jpg


The containers are going to be close and personal.

CHGP 2014.jpg


This is the second corner of CHGP Bellahøj Park 2014 and consists of 3 1o' standard, 1 20' standard and an extended 40' HQ containers + 2 taller versions of the Jersey barriers under each side of the 10' footers. To the right of the full 10' is the pit exit. There are 2 more bridges, of roughly the same construction at Bellahøj. The major difference is that the 10' is HQ.

At CHGP Fælledparken there where 2 bridges made by 2 10' Standard and an extended 40' HQ container + the jerseys.

Stander is 8,6' / 2,591 m tall. HQ (High Qube) is 9,6' / 2'896 m tall.

I am going to experiment with different texturemaps.

Happy modding.
 

luchian

Administrator
Staff member
Oh right. That is very close indeed :).
You'll shave a few patches of grass less somewhere, and you'll recover the polys already :D.

Looks like a big project, will be interesting to see how this evolves.
 

DanTDBV

Member
Well, the Bellahøj track is not my project, so that makes it easier.:) Guardrails, containers and anything else I build, that is usefull for Bellahøj, will be offered to the creator of that track.

Reducing the mesh from the Point Cloud, is trucking away. In the beginning I had 2.112.769 tris. Now it is 448.343 and I still have a way to go.

Nis MM redux 1701 2017.png


I don't know why, but I seem to be seeing trianglees everywhere:confused:
 

luchian

Administrator
Staff member
450k doesn't sound that bad already.
Who's project is it then ? And where ? And when ? :rolleyes:
 

Pixelchaser

Well-Known Member
450k doesn't sound that bad already. :rolleyes:
id say its a lot with no objects. I think aiming for half a million with objects is a good point, then 1.5 million for grass. and maybe upto 400 K for trees. most Ac tracks come it at 3 million combined with that grass figure and I'm sure that number is part of their design remit to accommodate the lowest common denominator in terms of systems to use it on the reality is our cards and systems can push twice the texture memory and twice the polys as a system average for the general user. I know I run a 2 gig card. that's a 670, so that's my level. id like to use Ac to the max of my cards potential. there are other factors regards physics and numbers of cars on track I cant get past as that is what the engine is actually based on, also triple screen usage etc..but scenery, objects, texture memory can certainly be more imo over and above the stats for ac tracks.
 
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DanTDBV

Member
I have been working a little more on my IPE 140 posts. (Ye guardrail hangers)

My original was 76 tris, but right angle edges, that makes them sharp, when appending it to another project. As I understand it, that is not so good.

Then I went to town, with the bevel tool. Crtl b, scroll wheel to ad loops.

With 2 loops for each outer edge, I ended up with 636 tris.

Feeling that is a little to much, I tried without any loops and got 216 tris.

IPE 140 bevel.JPG


My gut feeling is to stick with, the 216 tris version.

Only 2 things left to do on them:

Banging them up with dents, bends and scrapes. I will do this with textures and rearranging the mesh, for the more serious injuries.

Find out the smartest, right way to ad color variations, to them throughout the track.

There is colorvariations, from production batch to production batch, from different producers, sunbleaching, rust, mud thrown from the cars etc.

My head is spinning around multiple materials, multiple textures, overlays and what have you not.

I will need to do the same with the guardrails.

Happy modding
 
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