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I've imported an FBX file form the Unity karting microgame learning project and am trying to reproduce their spiraling track. So far, I've managed to deduce that they used a bezier curve and then a bevel object to make the track. When using an Archimedean spiral, I can get a close match to what they have using the same technique.

However, the start and end of my track still spiral up and the whole track goes up a a continuous rate. Even though the 4 "quarter circle vertices" (90deg points) match up perfectly, the vertices in between differ in height on the original object, leading to a smoother entry and exit. How do I achieve this result?

See attached pictures for their version in purple, mine in gray and the overlap from 2 viewpoints. their track my track overlap-front overlap-side curve using bevel object

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    $\begingroup$ Match the bezier, and change the end points at the top and bottom to be flat $\endgroup$ – marcellothearcane Oct 13 at 11:32
  • $\begingroup$ Use a Screw modifier instead. $\endgroup$ – Duarte Farrajota Ramos Oct 13 at 11:34
  • $\begingroup$ Marcel: How would I go about doing that? Changing the end points to be flat only affects the very end and keeps the rest of the spiral "aggressive" rather than smoothing into it. $\endgroup$ – Kristiaan Van den Eynde Oct 13 at 11:34
  • $\begingroup$ Duarte: I tried that too, it gives the same result as the screw goes up with a constant increment in height, just like the Archimedean spiral. $\endgroup$ – Kristiaan Van den Eynde Oct 13 at 11:36
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    $\begingroup$ Your spiral seems to have an unnecessarily high number of points, making it hard to edit. Try reducing to the minimum required to get a smooth spiral $\endgroup$ – Duarte Farrajota Ramos Oct 13 at 12:20

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