![]() If you don't want to move it, press ESC or RMB. New geometry will pop out along the normal axis of the selected thing. Select a vertex, edge or face and press E. Press W and then S to subdivide your selection. You can still add an mesh to the object you're currently editing: SHIFT + A. You can then move, delete or do other things with the selection. This is handy if you have a lot of geometry in one object. all that belongs to a mesh, press CTRL + L. To select everything that is linked, i.e. I will list the most important ones below and explain how they are used: Select Linked Now there are some more tools to edit the geometry of objects. You can scale, rotate, translate, duplicate. With these selections, you can perform the same actions as with the objects. It is the third button located on the same bar. You can also select entire faces (the area contained by vertices and edges). Just like with the vertex selection mode, you can now select edges of your object (two vertices at once, so to speak). There is a bar of three buttons located at the bottom of the viewport:Ĭlick the center button to enable edge select. If you're feeling comfortable with that, move on to the next mode. You will see that the center of scaling is the median point of the two vertices (the middle). Now select two vertices and try to scale them. It works just like the Object mode covered in the previous step. Blender defaults to vertex mode by default. There are many ways of doing this, so feel free to try out what works for you (as long as you stick to the rules further down this page). Here I'll show you some of the basic techniques that you can use to model your track geometry. Feel free to focus on your newly created object with NUMPAD PERIOD. Set your cursor to a part of your track you want to work on (click on your map to move the cursor there) and add a Plane. inf file (don't worry, you'll be able to adjust this at any point of time). This way we don't need to specify the starting position in the. The positive Y-axis (green arrow) is the forward direction. Now move the map so that your desired start/finish line is centered on the main grid (I have already done that on the last screenshot). This way you will have the imported stock track selected which you can now delete with DELETE. If you are satisfied, select your map object and press CTRL I to invert your selection. The select your map object and scale/rotate it accordingly. ![]() Go to File -> Import -> Re-Volt and choose a track that is roughly the size of your track. (You can also use the mouse buttons to confirm or dismiss changes when scaling.)įor my track, this seems alright (compare it with the grid):Īdvanced Tip: Import a stock track and compare it to your plan. Then press S on the keyboard and move your mouse. To do that, select the map with the Right mouse button so it's outlined in orange (as in the screenshot above). We can change the scale later but it is important to have it somewhat right. To fix this, enable Textured Solid in the right sidebar (you can toggle the right sidebar with N and the left one with T): ![]() This will give you a plane, you should not be able to see the texture. Now go to File -> Import -> Images as Planes and select your map. You don't need to install it, only activate it, since it comes with Blender). Go to the Blender Preferences and enable the Import Images as Planes plugin (Go back here if you forgot how to enable plugins. You surely want to model along your map that you created. If you trust your intuition, you can also go ahead and read this page, it's not too hard if you've used some other rather complex programs. I recommend watching some basic tutorials on YouTube first. There are many modeling tutorials out there. The main point of the tutorial is to show you how to use Blender in conjuction with Re-Volt. The only thing I can do here is to show you one way of modeling basic things. Modeling requires a lot of practice and you will need to find your own workflow. We will actually start modeling our track now. ![]() You will be able to edit the objects that you created in the last step. In this step we will take a look at Blender's Edit Mode. Creating Parts separately and merging them. ![]()
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