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  • Suggest methods to create a textured road

    We are producing animation and still CGIs of a large business park. There are a number of buildings (around 20-25) and associated road system. I'm trying to work out the best way to create the roads. If they were constant widths (and only one of them), I could simply draw a line down the centre and 'sweep' a rectangle along it to create both the geometry and the UVW mapping. However, the road continually varies in width and there are side roads that 'peel off' the main axis road.

    Anyone have any good suggestions on how to deal with this?

    I guess I could take a high resolution plan render of the road and then paint a huge texture map in photoshop, but the texture would be enormous to hold up to close-up views.
    Kind Regards,
    Richard Birket
    ----------------------------------->
    http://www.blinkimage.com

    ----------------------------------->

  • #2
    You could probably do what you suggested and then mix/blend to a different map for closer shots. Maybe you could setup a standard asphalt texture for the road and maybe use vertex painting to create shading for different areas....maybe use the distance texture for the edges to create some noise and then draw the lines etc using geometry and alpha maps.
    Regards

    Steve

    My Portfolio

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    • #3
      Originally posted by stevesideas View Post
      You could probably do what you suggested and then mix/blend to a different map for closer shots. Maybe you could setup a standard asphalt texture for the road and maybe use vertex painting to create shading for different areas....maybe use the distance texture for the edges to create some noise and then draw the lines etc using geometry and alpha maps.
      Some good ideas there. Never really tried vertex painting. Thanks Steve.
      Kind Regards,
      Richard Birket
      ----------------------------------->
      http://www.blinkimage.com

      ----------------------------------->

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      • #4
        One big huge tiling map for the asphalt, make the entire road geo using splines and make all the markings as other physical objects using sweep. You could use the same sweep paths as a source for spline mapping on the roads too to add in junk / dirt along the edges.

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        • #5
          was a little tricky but i used the sweep method with a few edit meshes and gradient ramps for textures
          http://www.youtube.com/watch?v=7TQkFzeI9Qo

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          • #6
            you could use railclone...the other more elaborate method is doing a gradient ramp for road lines and mixing that through the composite texture as mask to drive the detail. Also tillable texture alone doesn't really do the job. It depends on if visible tiling is ok, but typically creating two tillable ashfalt textures and mixing them through a procedural noise will give you a pretty good range where you wont see the tiling up close and at a distance.
            Dmitry Vinnik
            Silhouette Images Inc.
            ShowReel:
            https://www.youtube.com/watch?v=qxSJlvSwAhA
            https://www.linkedin.com/in/dmitry-v...-identity-name

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            • #7
              with using a spline and sweeping along it i was also able to use the center-line spline with path possition controler to animate the cars

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              • #8
                Originally posted by Da_elf View Post
                was a little tricky but i used the sweep method with a few edit meshes and gradient ramps for textures
                http://www.youtube.com/watch?v=7TQkFzeI9Qo
                That looks good. My only problem is with roads that have varying cross sections. Sweep objects don't allow you to scale do they? I know loft objects do, but that seems a bit 'old skool'!
                Kind Regards,
                Richard Birket
                ----------------------------------->
                http://www.blinkimage.com

                ----------------------------------->

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                • #9
                  I usually use something along the lines that joconnell suggested using sweeped lines for the markings. For the road texture, I use a large (~8k) painted map for the "mix amount" map. For the texture slots of the mix map, I use a nice, non-tiling asphalt texture as one slot and the other slot is usually the same texture just a lot darker and with slightly different UVs and rotations. Since the mix amount map is just blending between the two asphalt textures it can be somewhat low res (compared to the area the map is covering) and I just start adding dirt, seams, streaks etc using layers in photoshop. This technique holds up pretty well at different scales (aerials to street level) and lets me get the map done pretty quickly without having to paint an enormously detailed map. See examples below (the renders are crops of the same area about equal to the red area on the map).

                  Click image for larger version

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                  www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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                  • #10
                    Originally posted by dlparisi View Post
                    I usually use something along the lines that joconnell suggested using sweeped lines for the markings. For the road texture, I use a large (~8k) painted map for the "mix amount" map. For the texture slots of the mix map, I use a nice, non-tiling asphalt texture as one slot and the other slot is usually the same texture just a lot darker and with slightly different UVs and rotations. Since the mix amount map is just blending between the two asphalt textures it can be somewhat low res (compared to the area the map is covering) and I just start adding dirt, seams, streaks etc using layers in photoshop. This technique holds up pretty well at different scales (aerials to street level) and lets me get the map done pretty quickly without having to paint an enormously detailed map. See examples below (the renders are crops of the same area about equal to the red area on the map).
                    That looks very good. So essentially, create the geometry via whatever means, then use either sweep objects or railclone objects for dotted lines/yellow lines etc and then use one huge UVW map in the top viewport that covers all of the road. Then, create a 'mix amount' map (around 8k x 8k or whatever suits the size of the UVW map) and just paint that in PShop with bits of dirt etc. Seems like a good plan. I guess finding the large, none tiling asphalt textures is crucial. I have a couple, but not very big really. Care to point to any online libraries of this? I've done many searches over the years, but its always been something I've struggled to find.
                    Kind Regards,
                    Richard Birket
                    ----------------------------------->
                    http://www.blinkimage.com

                    ----------------------------------->

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                    • #11
                      Yeah that's basically it (like I said it's pretty simple). For the asphalt map it's not really that big, just 15'x15'. First guess for a good map would be cgtextures.com. You could also use a mix map controlled with some noise to make a non tiling version of a stock asphalt map. Also, I sometimes use the same material (with the mix map) just color corrected white or yellow for the painted striping - it helps to break up the pristine colors (I don't think I did it on the above images though).
                      www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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                      • #12
                        how about this one http://www.ambientlight.co.uk/store/...mart&Itemid=79

                        http://www.ambientlight.co.uk/store/...mart&Itemid=79

                        it has Photoshop files with some elements in layers so can build your own road.

                        Fernando
                        Last edited by flino2004; 06-12-2011, 08:23 PM.
                        show me the money!!

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                        • #13
                          as pointed out, that is pretty much useless for varying road widths etc. Only thing you can use there is maybe the base ashpalt texture with some dirt
                          Kind Regards,
                          Morne

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                          • #14
                            Originally posted by dlparisi View Post
                            I usually use something along the lines that joconnell suggested using sweeped lines for the markings. For the road texture, I use a large (~8k) painted map for the "mix amount" map. For the texture slots of the mix map, I use a nice, non-tiling asphalt texture as one slot and the other slot is usually the same texture just a lot darker and with slightly different UVs and rotations. Since the mix amount map is just blending between the two asphalt textures it can be somewhat low res (compared to the area the map is covering) and I just start adding dirt, seams, streaks etc using layers in photoshop. This technique holds up pretty well at different scales (aerials to street level) and lets me get the map done pretty quickly without having to paint an enormously detailed map. See examples below (the renders are crops of the same area about equal to the red area on the map).
                            Do you paint the streaks cracks etc on the "mix amount" map then? Or is it painted on the asphalt map? I'm confised on which layer you paint it. I'm geussing the ashpalt layer, otherwise how do you get the detail of the cracks on a low ress mix map?
                            Kind Regards,
                            Morne

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                            • #15
                              Originally posted by flino2004 View Post
                              how about this one http://www.ambientlight.co.uk/store/...mart&Itemid=79

                              http://www.ambientlight.co.uk/store/...mart&Itemid=79

                              it has Photoshop files with some elements in layers so can build your own road.

                              Fernando
                              They're great - didn't realise Ambient Light did these.
                              Kind Regards,
                              Richard Birket
                              ----------------------------------->
                              http://www.blinkimage.com

                              ----------------------------------->

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