hey guys, I'm trying to do a moderately high poly race track, how would I texture the various sections of road surface? Would I just create 1 road section, texture it and paste that sucker all over the place and weld the verts, or is there some other way of doing it?
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IMO, the best you can do is set up your surfaces, then vertex blend between the two, i.e. the road and the dirt, and whetever other surfaces you want. Then, with different blend modes, set up skid marks, the white racing lines, old dirty puddle stains and the like. You can do this, and have it look great and unrepetitive with about 5 textures, whatever res you want.
The vertex blending tutorial I found relates to importing it into Q3, (http://www.bakdesign.net/tm/tutorial/3dsmax_tutorial.html) is there a tutorial out there that shows how to do it so it displays internally in max renders? This model will not be exported to a game engine.
Depending on the width of your track you can even include shoulders with dirt or grass by adding verts to your shape and setting those sections to use different materials, be careful with the inside of tight corners though as the loft tends to fold over itself.
Also if you're just concerned with how it looks forget about vertex blending and use blend maps, that way you can play around with different tiling values in the material until you get the right look.