Good day!
Can somebody, please, tell me basic principle of texturing racing track in mobile game?
I’m using T4M for landscape but it can only overlay “tiled” textures on terrain model.
What if i need to create some not-square-tiled elements on my terrain. For example edge of the racing track.
Se an image of Moni Motor Racing tracks as reference:
So i’ve found one post by The Binary Mill Technical director about MMR and he said that all tracks was done in 3d modelling app and then just imported to Unity with textures, but i don’t understand how it’s possible to have so many details in 1024*1024 texture.
You can have two UV maps for a model. Typically, one is for the material itself, and one is for lightmapping.
Let’s just talk about the material UV map first. The roadways seem to have a lot of repeating elements: shoulder stripes and lane stripes are chunks that can repeat endlessly. If you make a curved road section, you may make 250 polygons to describe the shape of that road section. You can have a texture map with one “stripe” that you apply eight times through the same curved road section, and even more times in all the other road sections. Same goes with each shoulder stripe. In the remaining parts of the road, you can mix and match the “clean” pavement, manholes, ruts, trash and potholes.
The lightmapping is much lower resolution. You can make certain areas that are fully sunlit, and areas that are a little bit shadowed, and areas that are in deep shadow. Many users of the lightmapping feature just “bake” a calculated lightmap, and stop there. However, if you also wanted to make some low-resolution smudges such as long blurry tire scuff marks, there’s nothing that says you can’t paint those directly onto the lightmap also.
As you see the is almost no tiled textures and road is definitely is a part of terrain and whole texture looks like one single just photoshop image.
Also on other tracks there is no tiling in road borders (it’s visible).
Your second picture looks like plain old terrain with splat maps. The terrain data is fairly coarse, say 1 point per meter. The terrain shader includes up to four texture maps for cobble, dirt, grass, rock, plus an invisible texture which describes where to blend from grass to cobble, and so on. This does not rule out the use of the lightmapping map for other shadows and smudges on top.
If you wanted to combine the techniques, it can be a little challenging but still possible to blend from the textured-mesh to the splatmap-terrain.