I have modelled an initial race track with some textures in the road which give a more realistic looking. When I load that track in Unity, it looks pretty ugly.
How can I enhance the looking of the track to resemble the one from Blender?
Note that in order to texturize the track, I used three UVMaps on the same material with the appropriate blending modes.
You should only have one uv map if it shoud work directly in Unity - Unity only supports 2 uv maps anyways.
What you can do is to copy the track and make sure it only has one uv map. Create a new texture for that uv map and then bake your original track to the newly created texture. In the case you don’t know how to do it, it is the same process as baking the textures from a high poly to a low poly model. There are quite a few tutorials available about that topic.
Finally I baked out the whole track textures into one texture file (2048x2048) but when I put the camera close to the track it’s really pixelated which is expected as it’s the similar to zoom into any 2038x2048 image.
So I think it’s not the way to do what I would like to achieve. My problem is that I would like to add some details to the track as depicted in the above “Blender View” but being able to put a camera on the track and hold a high quality texture.
How can I do that? I looked to the Car Tutorial and the road texture is not big but there is no rubber marks on it or other special things on track so I cannot learn from it.
You may just have a simple road texture. To add details, there are some techniques. You may have another mesh with a semi-transparent texture with the details, such as rubber, … .
(In the asset store there is a freely available road tool. I haven’t checked it out, but you may have a look at how they are dealing with the texturing.)