I thought about splines in UE, but after reading your comment I won't even try that. Making a texture guide in Maya seems good to me, cause it has to be pretty similar to real life, thanks!
splines in unreal are very tedious and buggy on a large terrain (4km+) editing a model with like 100k+ triangles in maya can be a pain. you can split it into pieces though and recombine if you have to do it the simplest way i've found is a little tedious but it is fast and simple - i paint a texture mask (like just mask…
streaming and virtual textures, while very nice are not relevant to this issue The spline system seems to work fine on my large nanite landscape (10x15km) and while it's a little clunky I can't say I'm having any major problems with it. I'm not building anything as dense as New York though. Your biggest problem with…