Hi,
First, look at this image:
I want to create an asphalt shader like in that image.
Groundwork is already done (see what I did there?) - a regular asphalt, some procedural potholes yadayada.
I have also a good idea how to do the paintings/lines.
Now what I am currently stuck with is achieving the "randomnes" of patched up areas etc and I was wondering if it maybe is a thing I have to do completely as texture in photoshop since procedurally it is just too much a pain in the a**.
That approach would lead to the problem of resolution. I want to render a similar image like the one I linked in 6k resolution at least. That means if I make one texture for that asphalt area it would have to be really, really big.
How do you guys handle such a situation? How would you approach creating that shader? It has to hold up to print resolutions, ideally even more closeup than the linked image.
First, look at this image:
I want to create an asphalt shader like in that image.
Groundwork is already done (see what I did there?) - a regular asphalt, some procedural potholes yadayada.
I have also a good idea how to do the paintings/lines.
Now what I am currently stuck with is achieving the "randomnes" of patched up areas etc and I was wondering if it maybe is a thing I have to do completely as texture in photoshop since procedurally it is just too much a pain in the a**.
That approach would lead to the problem of resolution. I want to render a similar image like the one I linked in 6k resolution at least. That means if I make one texture for that asphalt area it would have to be really, really big.
How do you guys handle such a situation? How would you approach creating that shader? It has to hold up to print resolutions, ideally even more closeup than the linked image.
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