If using tiling materials with decals and trims is the proper way then I'm definitely going to explore that route. All decal work is done in engine and not in Painter right?
UPDATE: I was able to make a basic material in painter for the road with enough wiggle room before UVs overlapped to make track/tire marks. After that I used decals from quixel bridge for cracks and road markings. However, I'm having a hard time getting the cracks looking realistic without placing a million decals. I'm…
Wow, the way they did the roads in the demo is crazy! Their method seems a little too complex for this specific project but It's definitely something I could look back to if I start a project that's more complex. The tiling material + decals does seem like a proper solution for this but I have no experience with that so…
Sure, but if you are worried of certain details and placements, you'll have to explore other methods since clearly using a unique material is posing some issues. You most definitely should be handling this with tiling, decals, and trims (since it's such a large asset).
Hey! I would add the cracks layer inside of the material in Unreal. There are plenty of material expressions and functions you can use to combine different textures in the material (like linear interpolate, multiply, blend angle corrected normal, ...). Got to get familiar with the material system and use the documentation.…
This should be done in shader with some tileables rather than decals, otherwise you are going to have to hand-place a million (and blow out your draw calls/overdraw too)! Overlay the texture onto your trim using world-space coordinates or something similar.
What would be wrong with putting the stripes onto the roadmesh too, and not by decal? Here we would be back at texture layering :) Decals are great for several things. But not so great for others as you just find out. Shadows is also such a trouble maker as i remember ... Also, when it's a modular system, what about let's…
Yeah I think scaling down is my best/only option. However, I am curious how would be the right way to approach something like this if I did need to maintain a specific texel density. Would the only way be using a tiling asphalt material over the entire model, then use decals or something for the road lines, cracks, and…