Texturing in Unity3D vs 3DSMax

Hello, This is not a repeated question. Please take time and read my question below:.

I am finishing creating small number of roads of the city which will be used in my Unity3D game. However the important part is that I don’t want to use a texture for a road forever, I want the road have a different texture when the city is under a rainy condition.

For example, when the road is not wet, it should have a bright “khaki” texture; But when the road should be in wet condition - because of the rainy situation - I want the road have a different texture (like a darker “khaki” image).

Now, according to what is said, Is it better to do texture-mapping/adding texture in Unity 3D or 3DsMax?

Please note that I know how to texture-mapping only with 3DsMax.

Thank you in advance.

What’s your question?

Using Unity 5 or 4?

I’d suggest texturing your road in Max and look into shaders to alter the look of the road depending upon the change in environment.
If you want a completely different texture for dynamically changing environments - that requires some kind of code magic! :slight_smile: Should post in the code forum for a proper response if the latter is what you are looking to do.

By the way - “khaki” is a material/fabric not a color. Tan is a color.

Regardless - you will set up your UV’s in Max and those will be used in Unity for the texture and shader.

Yep, I guess you got my question. My question simply was whether adding textures for the roads in 3DSMax is better or doing it in Unity3D (according to the details I wrote).

Okay so I continue working with textures and the roads in 3DSMax.

LOL, I hope no magic will be needed for the coding!

And thanks for the info but I am working with Microsoft Visual Studio and there is a color name called “Khaki” so I wrote it’s name here assuming that you can imagine the color.

Also “Khaki” - خاکی - in Persian means “the color of dust/sand”.

Thanks for your fast and useful reply.

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If your using Unity 5 check out the new tutorials. The first two are pretty informative regarding PBR, the standard shader and lighting.

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Thanks. I will use Unity3D in future, Maybe the process of creating the island will take more than 2-3 years ( I hope not,though!).

Edit: Currently I have Unity3D 4.6, but I don’t use it for creating the game though.

Sounds like the perfect example of where a substance material would be usefull

WOW I just searched about that and came up with this:
https://www.youtube.com/watch?v=Qr_qMDrADk0
And I just got super excited! I gotta learn it ASAP.

Thanks for your useful answer.

you can design your own with the tools from https://www.allegorithmic.com/

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Thanks for the link.