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In 3dsMax I find using Sweep and the custom shape a lot easier and quicker than Loft. Same thing goes with Loft, make a box, convert to spline, and remove the bottom edges...but then instead of Loft, use the rollout an select Sweep. (make sure you have generate mapping co-ordinates checked) With Sweep, you can attach multiple splines together. If you need to adjust something, click back down in the stack and click the test tube looking icon until the tube is completely full and everything in the stack will be shown, so you can move the vertices around until you are happy. Once you are happy with everything, just collapse the stack.

IIUC, this type of task is an interesting challenge in any 3D application, based on what info can be found on the internet.:
Even Sketchup requires plugin Ruby scripting to do this:
https://sketchucation.com/forums/viewtopic.php?f=323&t=16447
As a FS Developer 'Search' shows you have recently been working with G-Polys, I am wondering if you have seen Tic's excellent tutorial on this thread:
https://www.fsdeveloper.com/forum/threads/lofts-ground-poly-edges.424454/
I hope that latter link might prove helpful with your current task.
GaryGB

Add a box SHAPE to the size you want, convert to spline, remove the bottom, left and right edge > align pivot to centre of remaining edge > click the edge you want to loft and go to "Standard Objects", in the drop down, select "Compound Objects" then "Loft", press H on keyboard, select your edge.
If you want to loft multiple lines at once, select them all then go to modifier list and select "Sweep".
This is as far as I'm willing to explain to you, although the process is pretty much the full task - the 2014 tutorial is still relevant.

@Majid , take a look at this video. the last part shows using a spline to create the shape you need...
https://www.fsdeveloper.com/forum/t...ng-3ds-max-tutorial-needed.446209/post-831162
Thanks for Sharing this tutorial link but unfortunately All pics are not clear for me they are water masked with photobucket Could you please save them and send them All to me ?
Regards





@Majid when texturing make sure that "Generate Texture Co-ordinants" is checked. Leave "Use Real World un-checked." Once you apply your material, use the UVW edit modifier and adjust to fit your texture.Thanks Nater for video , I watched it till end but this never show anything about Sweep Texturing , I need to know to texture curved sweep .
This will just make it more hands on for Majid - "Real World Map Size" normalises the texture so it's "uniform" - you NEVER should have this un-checked.@Majid Leave "Use Real World un-checked.".

Which specific images are not clear due to a Photobucket 'watermark' (or icon) ?
Please attach a link to the thread, or to the wiki / PDF containing the watermark /icon (or missing ?) images, and I will try to see if I have an archived copy of the originals.
[EDITED]
IIRC images in this thread were intact a couple of days ago, and now they have been mangled by Photobucket.
NOTAM:
Please stop using external image storage websites that inevitably "bait-and-switch", leaving the FS Developer knowledge base incomplete when such websites substitute images that alter, and IMHO misrepresent the authors original image until one registers and/or pays a fee.
Such misrepresentations of the authors original image via software may be regarded as a violation of the authors copyright, and may be interpreted as a form of malware or even ransomware.
Instead, please use 'safe' free "file download" websites to link images to forum posts if they exceed the size limits of FSDeveloper.
AFAIK, (2) PDF tutorials (with high resolution / 'clear' images) that resulted from Tics posts in the linked thread above are linked here:
https://www.fsdeveloper.com/wiki/index.php?title=Ground_Poly_Tutorial_for_the_year_2014+
http://www.mediafire.com/file/c9b9g...igh_detail_ground_poly_in_2014_part1.pdf/file
http://www.mediafire.com/file/kpg52...igh_detail_ground_poly_in_2014_part2.pdf/file
Hope this helps a bit more.
[END_EDIT]
GaryGB

@Majid when texturing make sure that "Generate Texture Co-ordinants" is checked. Leave "Use Real World un-checked." Once you apply your material, use the UVW edit modifier and adjust to fit your texture.

This will just make it more hands on for Majid - "Real World Map Size" normalises the texture so it's "uniform" - you NEVER should have this un-checked.

@Majid once you check generate texture coord. do not use UVW Map, instead use Unwrap UVW, then edit UVW.If you use UVW Map, you will loose the ability to have the texture follow the curve.


Hi Majid:
Sorry, but I do not have an archived copy of the original thread linked above containing Tic's images, as I thought it might be better to instead just download the (2) PDF tutorials cited above, since Tic had insisted in that thread he would prefer to later provide a more comprehensive explanation ...which became the 2-part "2014" PDFs.
Perhaps some time in the future I will post a tutorial on how this process may be done more easily within Sketchup.
PS: Please note that I have 'transplanted' a part of my prior post above ...to another thread:
https://www.fsdeveloper.com/forum/threads/mediafire-image-file-linking.446223/#post-831224
GaryGB