Rubber marks on Tracks

Hi,

I’m starting into the 3D modeling world and I have a question. I’m modeling a race track with a texture applied on the road. I create the road by creating a plane and making it follow a bezier curve (path). Firstly, I applied a material with the road texture (a road image used as the texture) on the plane and then the path was used to actually create the road. But now I’d like to add rubber marks. I’m not refering to the brake marks (which I will add during the game logic) but the darker ‘tint’ that usually it’s created when the cars go in yhe same racing line.

The problem I find is that the plane is already UV-unwrapped so I think I cannot apply a new UV mapping again to be used with another texture image (which would be the one with lot of transparency and the rubber marks).

I’m using Blender and their output will be used in Unity.

Just add new material.

More details to make sure I’m doing the right thing…

My plane has the material applied (with the road texture on it). Then I used the Array modifier along with a bezier curve. Then my race track is done with a uniform road. My original plane was firstly UV-unwrapped. Then I have a polygon which is compound by lots of copies of that plane. Can I apply a new material on the new polygon???

My original idea was to bake the whole track with the current texture applied into an image and then paint over it. Finally I would use that baked (an postprocessed image) to the whole race track but I don’t think this would work with the size of the tracks I would like to model. So this is way I’m asking this.

Can I add two materials to the same polygon?

Finally I created a texture map with two images on it. One with the normal road and other with the rubber mark on one of the sided of the image. That allowed me to use both on them on the same mesh (the normal one for straights and the modified one for the turns). But now I would like to add even more details like the starting grid and more rubber on the straights. I can add more modified versions of the original road image, adding details I like to them and put all together in the same texture map, but I think it should be another way to proceed.

Does anyone can help me?

Thought about just using some transparent decal planes on top of the existing road mesh?

Wow!!! Interesting approach.

Thanks!!!