In my opinion, track-modeling has always been low in interest. There has never been much interest from modders in creating new tracks, but these days it seems even less so. Since the fall of RSC, I've struggled to find any new material on creating new tracks. While BTB has helped with the creation of new tracks, the standard of these tracks, overall, is lacking. And it's no wonder, as the techniques for creating the truely beautiful tracks aren't being shared anymore.
Even now, 5 years after the release of rfactor, tracks are still being poorly converted and not finished correctly, with shaders being basic and textures not correctly updated. It's a tough job sure, but I feel as the community has been starved of great tracks, that we have become more accepting of sub-standard tracks, to the point were it seems acceptable to release a basic conversion without need for any improvement.
I used to make tracks, unforcinatly never getting to the stage to producing a release-able track. For me, the lack of motivation has been what has stopped me continueing with track-making. With the release of iRacing and it's laser-scanner tracks, every attempt I have made to restart track-making has felt sub-standard, and that now stops me from continuing on.
So what can be done? I do not know. It is obviously not possible to just give everyone laser scanners and tell them to crack on, but the development of techniques to improve track accuracy and feel I think are vital, and hopefully rf2 will help on this front.
I hope that this forum will bring back all the track modellers together, and maybe they can start sharing again. There are techniques in track-modelling now that i'm sure the community can help embrace, and bring a new standard to tracks. Not ever track will be of top quality, but hopefully we can begin to improve most tracks, and at least make them modern.






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If anything I'd say it's harder, and here's why. With a real track you have reference, you have defined turns, camber, elevations, architecture--it is what it is. With a fictional track you have to make it all up yourself, it has to race well, it has to make sense architecturally, you have create believable elevation changes, curb placements, camber, etc. All this is the difference between a good, believable fictional track, as opposed to a bad one. It is hard to get all those elements right... 
That tutorial was created by the original track artist for rF1, long before I arrived on the scene, and that was his preferred method. I use a spline, extrude method myself.
. Ok cool thanks for that, Now I don't have to learn a new thing
these days its splines for tracks and walls, and joining them as nessiscary with fill

