I know people who do the line then scenery then more line and more scenery and build it all up in stages alongside each other. I'm not sure there is one right way in all honesty, its what works best for each person.
I usually build my line first, then add scenery, then more of the line, then more of the scenery. I can always edit the scenery for the sake of the line later on, so the quality of line doesn't suffer.
This is wot makes trials unique..we all produce great tracks,and go about it different,but still have a similar out come..a right buzz on a track that runs cool..
don't forget you can scale the mods to be biggerOriginally Posted by xPrOFeSsi0NaL
while the mod is selected press lb if i remeber correctly and than you make it bigger with rt
If I have a theme in mind, say a castle, I will scan the land and try to visualise my castle in different areas. When I think I've found the right area I will drop my whole driving line and take it for a test ride repeatedly whilst visualising my track design the whole time. Sometimes I will drop random objects at different points in the distance to get a better perspective and see where the camera is pointing. When I'm happy with the layout of the driving line and the available vista its then down to the nitty gritty and get designing!
Sounds about right dude..Originally Posted by Skiboda
Grass takes up so much complexity and makes tracks lag.Originally Posted by Barrybarfly
Instead of using the actual grass, why not use a green texture like Jungle, or a brown texture with the color set to green?
The starting position is the hardest of all things but you can make a track and it won't always go the way you want, it's all about fiddling around with it I guess.
No I mean the texture "grass 4" (or maybe 5?). Sorry. You can make it quite large and cover a decent lenngth track with it easily without causing lag at all.Originally Posted by LukeMSki