I can make a straight road and then stretch some apart of it in 3DS Max to have the exact shape of it (The right hand of the top picture shows how I do this, briefly). (however UV mapping for these kind of roads is time killer).
I was wondering if someone can help and tell me whether those assets allow me to have full control - like the example you’ve seen just now - or not?
And please tell me which one of those assets have more features?
Roads are tricky. As far as I know, Road Architect has been abandoned, and I find EasyRoads to be fairly clunky. Neither can really do what you described in your example. Unfortunately, I think your best bet is still to model roads externally.
I’m so interested in this as well. So far I have had no luck in finding the right tool for the job so I had to make something that does the things I’m in need of. My solution allows to draw bezier curves on the Unity terrain, choose a custom profile to extract along the curve and align the terrain with the generated geometry. This all happens in the editor up till this point. Once everything is in place the only thing left to do is to export it to a 3d program and edit the meshes and import it back to Unity. There are some gaps to be filled but I can live with that, and proper intersections are a real pain but I’ve yet to find (or create) a better workflow for this.
Also I tried Road Architect once and first thing I thought was: its a mess, no surprise the project is free now. Haven’t tried EasyRoads because they took way too much time to finish a couple needed features and I don’t have the time to wait for that. It looks promising though. Can’t say I regret putting my time in this and if you’re serious about making a realistic city you might want to overthink what options you have.
I hope the least I can do is inspire you because I think creating cities is awesome, only a few people have the know how to pull it off and I have much respect for those who push the limits.
Personally don’t find it hard all, create a plane / extrude some of the faces up at the outer sides (if doing city roads). Extrude if you want to extend some of the roads to spread out. You can either bevel curbs or subd one position on the edge / modify edge flow, planar map and transform any warped edges. If you need curves, do a bridge between the components… Simple.
Or you could use a base mesh (for one portion) and use some sort of spline asset / script.
Personally I do it myself, it takes me around 20 minutes to make a piece of road.
Well I have no idea why haven’t you created a road in a 3D application entirely it is easier and faster, for example I am making roads in 3DS Max alone and that’s alright but since this takes too much time, I was thinking about alternatives.
I now have figured out that still my friend, 3DS Max is the best method for this case.
Trust me, I do and I will finish this. And yep that’s a cool road.
Yes that’s easy to do. But it is easy for a simple road and not for simulating a big city. I mean manually creating exact roads of a 92 square-kilometer city is not really fast.
So I continue creating in my 3DS Max, then. Apparently, those assets are good for creating not very real roads for games.
EDIT: Years ago 3DS Max was the best option to do so, Now using “Easy Roads” is the best option, I highly recommend everyone to use that instead. These are my opinions, ofc.