This track tutorial is directed to new content creaters who want to create track by using PRM kits. If you want to learn 3D modelling and create tracks that way, please head over to the Blender part.
The most important thing is to not overestimate yourself and the capabilities of the game. Re-Volt has been around for more than a decade. You won’t get any amazing next-gen graphics out of it and some mechanics are just not possible. Back then, proper texturing and lighting (manually, of course!) did the job.
When you create tracks with PRM kits, of course, there are some limitations. One of them is that you can use only 64 unique PRM files. The other limitation are the PRMS you have, of course. They are never exactly the way you want them to be. With enough creativity you can still create great tracks!
Great examples are:
If you download those tracks, you can see a lot of different things are possible with different kits. There are many PRMs for download on the internet, they all have their own texture space so some puzzling might be needed.
The only limitations for you is the PRMS you can use. But by texturing you can make completely different looking tracks. Take a look at Hilaire9's tracks. He used many of the same prm kits, but different texturing accordingly.
I've always wanted to create a track by using the Re-Ville PRM kit. I loved Toy World tracks as well - so I want to make a combination between those two. Re-ville PRMS are handy for roofy-like tracks so I'll go for a Toy World Rooftops version for this tutorial.
The next step is to find reference pictures and google for some hours. Try different search terms for your track theme. You should also check out sites like deviantArt or Flickr. Create a folder on your desktop and save everything in there.
The fun thing about instance tracks that there is no real planning involved. It can't fit exactly like how you want. But there are several things to think about, for example, track flow, the difficulty, etc.
For me, probably for many others too, the flow is more important than graphics. The flow describes the path the cars take on a track and how well it's driveable. It can be smooth with a lot of curves and aids that help you to keep in line or rather rough with some edges and obstacles. A good flow is not necessarily smooth. Some people might enjoy a little challenge.
Venice is a pretty hard track for beginners but offers a fun challenge for online races. You're easily pushed into the canals if you don't pay attention. The narrow bridge part integrates well into the track theme which makes up for its difficutly. Just don’t put any unnecessary obstacles in your track (any narrow parts that are just there to make the track harder), but implement obstacles in your overall theme of the track. A hull breach in a space ship that sucks you out into space? That sounds cool. A random spot in the track where you’re just lifted up into the air? Way more likely to be annoying.
The perfect flow is actually up to personal preference. A good example however are stock tracks since most people enjoy them. Ask yourself: What do I like about tracks? What do I hate about them? What do I hate although it’s a funny challenge and worth implementing?
If you mess up the flow, there is little reason for people to play your track. Re-Volt is not a game for showing off your graphics (although some quite nice things can be done). I advise you to not rush or skip this part and do the flow on the fly. Take your time and optimize it where you can. Make your track original and interestingly challenging.
There are thousands of prms available. To choose the right prms for your wish is all up to you. If you use only one kit, the track might be kind of too mono-tone, for example the offroad-kit tracks. There are many of them, thus they're not that special anymore. If you can retexture some of the parts, it will look a lot different, which is recommended after all!
A good tip is to explore the PRM kits, see what they have to offer, see what texture space they take up and in what way you could combine them.