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UC-win/Road Advanced
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UC-win/Road Ver.14 Ultimate US$19,200
UC-win/Road Ver.14 Driving Sim US$12,800
UC-win/Road Ver.14 Advanced US$9,700
UC-win/Road Ver.14 Standard US$6,300
  UC-win/Road Ver.14 Multi User Client Ver. US$1,180
UC-win/Road Ver.14 Presentation Version US$660
  UC-win/Road Ver.14 Cluster Client Ver. US$660
  UC-win/Road Ver.14 Free Viewer Version Free of charge
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Platforms: Windows Vista/7/8/10
UC-win/Road Support System
UC-win/Road Support System
UC-win/Road Trial Version
UC-win/Road for Civil 3D
UC-win/Road Web Viewer
UC-win/Road Web Viewer
UC-win/Road Drive Simulator
UC-win/Road Drive Simulator
UC-win/Road Trial Version
UC-win/Road Trial Version
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User Introductions
User Introductions

Up and Coming web magazine-customer case study (Customers listed below are using UC-win/Road effectively and efficiently-they are a few of our valued customers.)

Customer Introduction Up and Coming No.41 - No.85: (J) indicates Japanese written article

  • Tokai Loop Road VR Simulator
    2002 Summer issue
    2001 Summer issue (J)
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Support System
The "UC-win/Road Support System" which covers 3D model texture creation and general CG data creation began service in October 2001. This high quality CG creation has received high accolades, steadily promoting the use of real-time 3D CG. FORUM 8 is a supporting member of the Planning Consultants Association of Japan and supports the simulation activities of member companies.

The "UC-win/Road Support System" gives full support to data creation.
A user is the center of presentations.

The UC-win/Road support group empowers editing and customizing standard 3D models, and textures and creates new CG data.
For high quality presentation using UC-win/Road, our helpful staff supports you in creating 3D models, textures, and road data suitable for UC-win/Road.
For more details, please see the catalogue or the website.

[Price quote example for the Myouga-jima Loop Bridge in the Kushimoto Bridge]
¥580,496 including 3D model creation for an arch and loop bridges; tax excluded.
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UC-win/Road Q&A
Q1. How can I obtain the data of 50 meters terrain elevation in China?
A1. To date, there is no one fixed format. You can obtain the information in several formats.
2D data (contour lines) is the most widely used format, and the next most popular format would be in Microstation. (*.DGN)

If you prefer "DEM" 3D digital terrain model, you can log on to the following website. However, you need to apply for free DEM data prior to your use.


Contact this organization for more precise terrain data.
State Bureau of Surveying and Mapping (SBSM)
TEL : 86-10-6848-9486
Q2. Modeling, Texturing, Export Tips from 3D Studio Max into UC-win/Road
A2. .3DS Format:
UC-win/Road can import 3D model data stored in the .3DS format. Though this format is very widely compatible between 3D software packages, there are a few steps to follow when modeling and texturing that will make exporting into UC-win/Road much easier.
1. Editable Poly: After completing a model in Studio Max, convert all objects into editable polys by right-clicking on the model and selecting onvert to editable polys. Do this prior to texturing, as the texturing method we will use works most smoothly with editable poly models.

2. Prepare the texture for your model in Photoshop as a single image that will be used for texturing the entire model. Keep to these uniform pixel dimensions (512x512, 1024x1024, 2048x2048, etc.) as they render far crisper in UC-win/Road than just any uniform scale (500x500, for example). There is a very noticeable decrease in display quality when not using these texture dimensions. The following is an example of the texture prepared for the building used in this tutorial:

Note: Keeping to a single texture image will make your model easy to texture, works best with the .3DS model format, and reduces the margin for error when exporting to another 3D application such as UC-win/Road. It is also very easy to edit your texture's appearance on your model live with both Photoshop and 3D Studio Max open at the same time and not having to deal with several image files open simultaneously.

3. Add your texture to the material editor: under Blinn Basic Parameters, click the empty map button after diffuse and select the path to your texture. Now, be sure to hit the button so that your texture will be visible on your model once it is applied. To apply the texture to your model, simply drag the sphere in the material editor with your texture onto your highlighted model in the main work area. A sloppy-looking mess of a texture should appear all over your model. Make sure you have Smooth + Highlights selected in the viewport properties.

4. Unwrap UVW: After you have applied the texture to the editable poly model, add the unwrap UVW modifier to the component of the model you wish to align the texture to.

5. In the Unwrap UVW rollout menu, make sure face is highlighted as they are easiest to line up with your texture:

6. Now, further down in the Unwrap UVW rollout, under parameters, select edit to manually line up the model faces with the texture:

7. Apply Texture for Editing: This will open up a new window which allows you to manipulate the faces of your model on top of your texture. You will initially see what looks like a mess of green lines on top of a checkerboard. To make editing your texture much easier, first hit the drop-down menu at the top-right of the window and select pick Texture. The Material/Map Browser will pop up; now double-click on bitmap and find the path to your texture. Your texture should now appear in the edit window in place of the checkerboard.

8. Clean-Up: To clean up the mess of green shapes so you can easily work with them, hit the mapping tab and then choose Flatten Mapping from the drop-down menu. A option menu will pop up; the default values work well in most cases, so leave those alone, but make sure that all buttons are actively checked except for By Material IDs. Once you hit OK, your geometry will look much more recognizable and lining up your faces to your texture is fairly straightforward from here. As long as your texture has been applied to the object, updates appear live on the model as soon as you de-select the face you are working on. You can also edit your texture itself in Photoshop and edits will appear live in Studio Max.

9. Repeat: Once you have a segment of your model aligned to the texture, repeat the same steps until the whole scene is textured accurately:

First block after editing with Unwrap UVW:

And the finished model:

10. Export: Now that everything in Studio Max is done, select your entire scene (or whatever parts you want to appear in UC-win/Road), and export to .3DS. Make sure you check that texture coordinates will be preserved.

11. Import: Start UC-win/Road and load the data file in which you will import your new model. Once your data has loaded, select File Load Models and the Model List window will appear, which contains thumbnail previews of every model in your data file that can all be edited using this window. To import your new model, click Road 3DS at the top, right corner.

12. Model Editor: Once you have selected your .3DS file it will appear in the Model Editor window. From here you can edit the model size and textures in a variety of ways. The way your model appears in this window is the way it will render in the main UC-win/Road viewer. Therefore, if it does not appear to have a texture, or if the texture and/or geometry is incorrect in any way, there has been an error elsewhere. See the Troubleshooting section at the end of this tutorial for common issues. A variety of model and texture settings can be set or changed in this window at any time, so for now just give your model a name and click OK. Now your model is placed in the Model List and is ready to be dropped into your project

The new model will appear in the Model List after a successful import:

13. Place Model in Project: Simply hit the add features button , select Models and scroll down to the bottom of the list to locate your new model. Now simply highlight your model in the list window and click anywhere on the ground and your model will be placed flush with the ground plane.

1. Model has no texture after importing into UC-win/Road.
First, check to make sure your .3DS and texture file are in the same folder. If the problem is not fixed or the .3DS and texture are in the same folder, try the following:
Your texture can be only a .JPEG or .BMP image file, so please check your file extension. If you are working with a .BMP for transparency effects, your .BMP must be saved as a 24-Bit OS/2 format. If it is saved in Windows format, your texture will not appear in UC-win/Road. *Keep in mind that 3D Studio Max, conversely, does not support OS/2 bitmaps, so once you have exported out of Studio Max, re-save your .BMP in Photoshop as a 24-bit OS/2.

2. Parts of model are missing after Importing into UC-win/Road.
Make sure that before you export to .3DS from Studio Max that you have selected all parts of your model. In complex models with many parts it is easy to leave sections un-selected.

3. Parts of model are backwards/translated incorrectly after importing into UC-win/Road.
The .3DS file format sometimes mis-interprets translation tools used during the modeling process to build your object. An example would be a street light that was copied from another street light, then mirrored to face the opposite direction. When UC-win/Road imports the .3DS file, those translations might be ignored. To fix this, simply select your model in 3D Studio Max, then under the utilities panel (menu with the hammer icon) select Reset x-form Your model should now import with all translations/edits in-tact.

4. Only some parts of model and texture appear incorrectly after importing into UC-win/Road.
If your .3DS is overly large in terms of polygon count and texture data, the margin for error when translating to external applications increases dramatically. Try to break apart data-intensive scenes into multiple .3DS files and import one at a time.

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Sales support offices
Our nationwide support offices support UC-win/Road users.

The landmark CG pictures used here are captured screens of UC-win/Road created at each office.

Office neighborhood viewed from the Shibuya area
(Nakameguro GT Tower)
View from the north of Yamate street toward Nakameguro station View from the Nakameguro GT Tower looking down toward Nakameguro station

Office neighborhood (OAP Tower) Office neighborhood (Night)
OAP Tower from the opposite shore

A central tower is overlooked from SAKURADORI Sumitomoseimei Nagoya building front Sumitomoseimei Nagoya building from the south

Taihaku-Dori Avenue Hakata Station Rotary Around the Office
(Hakata Urban Square)

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