It is simply way too much work upfrontĪt most the kind of track editing I was going to do in blender was texturing and fixing the track surface on the track where two tracks meet. With blender I'm looking at trying to find a tutorial for every single thing I'm wanting to do.And while I'm sure there are tons of good tutorials out there I don't want to do it. And with couple of simple clicks I could test drive the track in rfactor. I really prefer to get most of the hard lifting done in btb simply because it is so easy to use. Especially when I would have to start from 0. Blender is simply way too complex and difficult. Making a track from start to finish in blender is not an option. You should keep copies of the un-applied objects because it's an irreversible step.įor terrain you could modify the plane to add grass to the sides, but you may get overlapping problems at the corners. Scale the plane in the X direction to make it fit better.ĭon't apply the modifiers until you are happy with the track.
Go back to the array modifier and adjust the number till it almost fits. Don't worry about the number.Īdd the curve modifier, and select the curve you made. In edit mode offset it by 5 so the origin is at the side rather than the middle (not essential but it can help).Īdd the Array modifier. Make a square plane, say 10x10, with a track texture mapped to it so it fits perfectly. This works similar to BTB because it has nodes and control points. Make a curve representing the centreline of your track. In theory you could make the whole thing from scratch in Blender. Even if you don't have rFactor you might be able to export in rF format and then copy the texture files.
BTB doesn't export the textures when it makes the.