How are highways like this modelled so seamlessly along these curved roads despite their complexity? This aspect of 3D modelling is so foreign to me. Is it some special program? I think this involves a lot more than just array -> curve modifier in blender.Game is Tokyo Xtreme Racer, just came out a few days ago.
three nodes in houdini:https://www.youtube.com/watch?v=vU9VBX3yjX8
>>1006340> I think this involves a lot more than just array -> curve modifier in blender.
>>1006346>houdinii guess i'll have to stop putting off learning this accursed program. is this the least obtuse way of making roads like that?
>>1006340Are you sure they're modeled in an external program and arent just done in-engine?As a complete beginner i would probably do most of the roads as a bunch of planes with a texture on them in the game engine itself, and then deform a few premade assets when i needed something special like a specific intersection. If the road texture is applied from the global position of the face then it should be seamless, and you can probably do something similar for the road markingsYou could even define a curve for the fence models by following the vertexes of the road its on so you'd only need straight ones. Oh, and segment them too
>>1006340They are modeled as static mesh the same way any level geometry is built, the roads surfaces have enough mesh densitythat you can bend a straight tiling map in UV to curve with the road. Some games that feature real world tracks have incredibly dense road meshes that have been laser scanned to feature all the majordimps and bulges in the road surface as the real track features.The roads typically have dual UV sets and masks that allow seams and weathering effects to layer on-top of one another masking offevery part of the track there the UV seam would be visible. A secondary mesh slightly offset (millimeters above the road) typicallyis used with a transparent decal shader for all the white lines markers or stains etc.If your game has a photo mode and you can zoom in close to the surface you can typically see a tiny bit of parallax how the roadmarkers all float slightly above the surface.