2
\$\begingroup\$

The way I would texture a road within a given terrain is with a seperate mesh and a horizontally tileable texture such as this:

enter image description here

Then make sure the texture on the edge of the road and the terrain bordering the road looked kind of similar. That would however always create a visible seam such as in the image below taken from half life 2 episode 2:

enter image description here

Now the same game seems to blend in a horizontally tileable texture (the road) with a terrain made up of horizontally and vertically tileable textures (grass & dirt). How is this possible without a seperate mesh/material and without any visible seams, especially since the road is twisty meaning the texture has been rotated. I am completely baffled as to how this has been created, this is clearly beyond standard blend maps.

enter image description here

\$\endgroup\$

0

You must log in to answer this question.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.