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Anonymous at Mon, 27 Jan 2025 19:31:20 UTC No. 1006340
How are highways like this modelled so seamlessly along these curved roads despite their complexity? This aspect of 3D modelling is so foreign to me.
Is it some special program? I think this involves a lot more than just array -> curve modifier in blender.
Game is Tokyo Xtreme Racer, just came out a few days ago.
Anonymous at Mon, 27 Jan 2025 19:54:33 UTC No. 1006346
three nodes in houdini:
https://www.youtube.com/watch?v=vU9
Anonymous at Mon, 27 Jan 2025 22:33:38 UTC No. 1006359
>>1006346
>houdini
i guess i'll have to stop putting off learning this accursed program. is this the least obtuse way of making roads like that?
Anonymous at Tue, 28 Jan 2025 02:02:22 UTC No. 1006372
>>1006340
Are you sure they're modeled in an external program and arent just done in-engine?
As a complete beginner i would probably do most of the roads as a bunch of planes with a texture on them in the game engine itself, and then deform a few premade assets when i needed something special like a specific intersection. If the road texture is applied from the global position of the face then it should be seamless, and you can probably do something similar for the road markings
You could even define a curve for the fence models by following the vertexes of the road its on so you'd only need straight ones. Oh, and segment them too
Anonymous at Tue, 28 Jan 2025 02:59:07 UTC No. 1006374
>>1006340
They are modeled as static mesh the same way any level geometry is built, the roads surfaces have enough mesh density
that you can bend a straight tiling map in UV to curve with the road.
Some games that feature real world tracks have incredibly dense road meshes that have been laser scanned to feature all the major
dimps and bulges in the road surface as the real track features.
The roads typically have dual UV sets and masks that allow seams and weathering effects to layer on-top of one another masking off
every part of the track there the UV seam would be visible. A secondary mesh slightly offset (millimeters above the road) typically
is used with a transparent decal shader for all the white lines markers or stains etc.
If your game has a photo mode and you can zoom in close to the surface you can typically see a tiny bit of parallax how the road
markers all float slightly above the surface.