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Road Model Texture Blending


milfora
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Hi,

 

I am trying to texture a road design model. The model has been given as a triangulation, and this makes effective texture blending between surfaces (asphalt to grass, grass to rock etc)

 

Is there any way to texture/UVW map a triangulation to get smooth blending at the edges between surfaces, removing the hard edges? Or do I have to edit the triangles

 

 

Thanks in advance

 

AM

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You should try to unwrap the geometry and have it exported to Photoshop.

Check unwrap in max's help.

theres a very nice video on this on thegnomonworkshop.com , its the dvd with some highways on the cover. Goes through all the details on this.

 

As for the model, cant you get a section of it and use a path to have it done so it would be easier to work with? (just a thought) You will get better control on edges and little pieces just by adjusting a spline vertex, rather than going through an entire model.

Good luck

Martin

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Thanks for all the replies,

 

I have the plugin from Itoosoft, but it is not quite what I am after (I still get the diagonal streaks through the pavement)

 

I can't use a simple template (ie. section and path) because the road is over 10km long with cut and embankments (and intersections - but thats another challenge)

 

I quite like the Unwrap option - will have to brush up on that one, never used it before.

I have tried importing the splines instead of the triangles, attaching them, applying a cross section modifier - then a surface modifier.

This seems to work OK.

 

On the Unwrap UVW, is it possible to select an entire 'side' of vertices (ie LHS separate from RHS), If this can be done, I can simply move all the LHS vertices to a V offset of 1 in the Edit UVW's box, and the RHS vertices to V offset of 0 (using a separate material channel with a mirrored gradient ramp)

 

Thanks

 

AM

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