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Road texturing : how would you do it ?

  • Em'
  • November 20, 2013 at 2:48 PM
  • Em'
    • November 20, 2013 at 2:48 PM
    • #1

    Hi there,


    I'm planing to try to model a street in a photorealist style, i've done several research about terrain/city creation, I would like to mimic this imag : http://download.gta-expert.it/uploads11/gta4…ordneophyte.jpg = have a variety of roads texture, signs etc...


    But i don't know what fits best for it, i would like to maintain a good opti on it and have a nice render. Should i create several full textures with "road mark" variations (that would cost a lost in term of memory usage i think), or should i create some generic base textures and apply decals or alpha planes by hand ?


    I searched how they did in GTA and open world with city, but couldn'tfind any article about it...


    How would you proceed guys ?

  • Steppenwolf
    • November 20, 2013 at 3:17 PM
    • #2

    Tiling road textures and decals for special cases like the road crossings, tyre skidmarks and damage.

    Maybe tiling decals for road marks in general if it works better for you.

  • PogoP
    • November 20, 2013 at 3:17 PM
    • #3

    I would use decals extensively. Get a couple of tiling asphalt/concrete textures with variants, and then apply all markings etc with decals. I think that's how they did it in GTA 5.

  • Pampers
    • November 20, 2013 at 5:20 PM
    • #4

    What are you making it in? bf4 used decals that could be stretched and bendt with splines

  • Em'
    • November 20, 2013 at 5:24 PM
    • #5

    I'll go for UDK i think, i'll try thoses techniques and will see what result is the best.

  • -HP-
    • November 20, 2013 at 6:32 PM
    • #6
    Quote from Pampers

    What are you making it in? bf4 used decals that could be stretched and bendt with splines


    Same for Crysis 1, 2 and 3.


    You can also do it in UDK with the spline bend entity, requires a few tweaks tho to work with a flat texture, that entity was mainly made to bend pipes and tubes but would also work for this.

    You need a texture like this, make an alpha and paint out the green parts, and voilla.


    Oh and yeah, the white stripes and dirt in the floor would be better off being decals that you overlay and place wherever you want, we also did this extensively specially in Crysis 2.


    You can open the modSDK for Crysis 2 and open the level and study them out, the process is the same for every other game. I go through this process on my intro to CE3 eat3d videos if you wanna check it out as well.

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