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I'm new on blender and I'm doing (at least trying) a Assetto Corsa track. The question is about creating a wall on the two sides of the road.
I created a wall with a cube, added an array modifier pointing to my nurbs path and then I created a curve modifier, so the wall follows the middle of the road. But I can't edit the X axis of that wall, so I can't scale it to match the outside or the inside of the road. It looks like this: track Any suggestions?

Here I leave you my .blend so you can check anything you need.

Thanks in advance for any help :)

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  • $\begingroup$ Hello @metaphor_set. How about to python scripts? how can I share them? Thanks $\endgroup$
    – MCunha
    Commented Oct 27, 2016 at 18:12
  • $\begingroup$ @MCunha - Python scripts are plain ASCII text files. No need to store them outside of BlenderSE. If you want to post them here, you can use the "code sample" feature of the editor. $\endgroup$ Commented Oct 28, 2016 at 4:45

3 Answers 3

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Enter wall edit mode and move it along local Z axis, then duplicate it and move it again on the Z axis. To know better what you're doing, turn Display modifier in edit mode and adjust edit cage to modifier in modifiers stack.Like this: enter image description here

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  • $\begingroup$ Well done! I didn't remember to do that on my answer! Very cool! $\endgroup$
    – MCunha
    Commented Oct 27, 2016 at 18:07
  • $\begingroup$ Thanx mate, glad you like it :) $\endgroup$
    – Mzidare
    Commented Oct 27, 2016 at 18:42
  • $\begingroup$ thank you all for answering! I've placed the walls as them should but I don't know how to select the faces of any of the walls individually $\endgroup$ Commented Oct 27, 2016 at 23:49
  • $\begingroup$ I mean, when I right click one of the walls, all the array selects $\endgroup$ Commented Oct 27, 2016 at 23:50
  • $\begingroup$ oh, one more thing, when I try to edit the texture on the UV/Image editor I can't see the wall on it (by doing a reset and then a follow active quads). IDK if it is related to selecting individually the faces or what... $\endgroup$ Commented Oct 28, 2016 at 0:13
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it's quite easy with your data: go to edit mode (press TAB), make your selections as edges (press CTRL+TAB >Edges), select the edge loop you want (ALT+rightclick), extrude in Zaxys (press E > press Z > type 0.01. Repeat the process for the other side of the road. You should get something like the image belowroad_wall. Optionally, if you want these walls to be a separate object, select the higher edges (shift+alt+rightclick), press CTRL+TAB for face mode, press CTRL+plus until desired faces are selected, press P, and separate by selection.

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  • $\begingroup$ PS.: I say it's easy with your data, because the model itself was well constructed in order to do that. However, you have areas that the same space is ocuppied by more than one face (tight curve road areas). You have to edit it, in order to don't get strange artifacts (while rendering or other operation), and so the wall don't go into the road it self. $\endgroup$
    – MCunha
    Commented Oct 27, 2016 at 18:01
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I noticed that your curve object is what makes it hard to model the road details. Here is how to clean it up a bit.

First, I deleted the Plane and the Cube, both of them had rotated axes, were way too small and can be recreated quickly later.

For a flat street, it's the easiest way to use a flat curve. (The "not twisted" kind of flat.)
This is not the case in your .blend file.

Tilted Curve Segments


To flatten the curve, select all control points in Edit Mode.
Then use Alt+T to reset the tilt, or find it in the menu in Curve > Control Points > Clear Tilt.

Clear Tilt Menu


The curve should now look like this, which already resembles a road.

Flat Curve Segments


If you uncheck Radius in the curve settings, you can model a section of the street easily in the same size that you want it to be when it's applied to the curve.

Curve Settings


In order to stop the single section from overlapping with the curve, I set the objects' origins to the 3D cursor, which I snapped to the center before.
It was the easiest part to model the street section at a 1:1 scale with the correct axes.

Road Section Wireframe

Just make sure to add a few loop cuts to have it bend smoothly.

Have a nice day.

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  • $\begingroup$ When I export to .fbx having done Mzidare's reply I get this error: i.sstatic.net/plOju.png Do you think maybe doing it by your way this error could disappear? Your way seems more ordered. Thanks for your time :) @Cebbi $\endgroup$ Commented Oct 31, 2016 at 11:58
  • $\begingroup$ I didn't try to export it yet, and I can't try it within the next 5 hours. I can't imagine any reason, why my way should export easier. Try to apply some modifiers before exporting. $\endgroup$
    – Cebbi
    Commented Oct 31, 2016 at 12:58

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