SOLUTIONS:
The road can be textured with
Spline Mapping teqnique. Link.
The mesh was textured using
VertexPaint tool written by Jason Booth (distributed for free). Here is the
link.
QUESTION:
This is a one mesh, which is going to be textured with even using 16K map(s) just because it is vast.
You could have noticed a red capsule down there - this is a player.
The map has a road going out from a tunnel and continuing along the cliff (you can see that on wireframe screenshot) and inner tunnels.
That's how the UVs look like.
So the questions are:
How do I texture out the road? I don't want to detach the road geometry from the mesh. How do I texture it out then? How do I tile the road texture along the curved row of polys in the texture atlas? Is it possible to achieve that with the Substance Painter or should that be done in the Photoshop...or that is absolutely stupid way of doing thing and I should detach it...? How would you deal with it?
Already mentioned about how vast this mesh is going to be in the game. So how can I get the 16K maps on it? The Substance Painter by the moment only allows to render out 8K maps - that is not giving satisfying quality however. Again how would YOU deal with this?
I haven't ever experienced any of theese things, so any opinions on how to better deal with them would be highly appreciated, really!
Thanks in advance.
arcan770077f.
Replies
Multi-layered tiling is the way to go. And you can use the engine landscape tools to blend a tiling road in. And break it up further with static assets/props.