I am making a low poly game and i need a mountain that players can be on, but i have no idea how to make it, because it seems very hard to get the mesh size right. The mountain in example doesn’t seem to be made out of parts since there are curves that wont be there with a part. Im talking about the mountain mesh that has the road on it, not the border-type mountains.
Also i wanted to ask, how do you make a road with decal markings on it. I saw some games making their road lines and crosswalks out of decals. How do you even make those markings and how do you apply them to the road and how do you make them match up on curves?
It’s a Texture on the MeshPart.
Basically they paint the Mesh with the lines and road and green grass in Blender or another 3D mesh program, then import it with the Texture on it.
If you look in the MeshPart Properties you’ll see the TextureID property.
Just wanted to mention that the small ledge on this road (bottom right corner) gives me a feeling that it’s two separate meshes. It could still be a texture, but I feel like the developer wouldn’t catch that misalignment at first.
If you are comfortable with texturing and will not make any major road changes. It could be the better option. On the downside, a simple texture doesn’t provide much depth.
Im probably gonna make the road with meshes and color it in roblox. Do you have any suggestions on how to make the mountain? Should i make the mountain in blender and just slap it on the baseplate or should i make the whole map as a mesh?
Make big sections of the road as a sngle mesh, not a selection of pieces. That’s one of the main reasons for using MeshParts.
That way you can set it for curves and hills without having a whole lot of Parts and strange joints.