need help with road markings

This is supposed to become a road:

And this is the texture for a roadblock I painted:

Is there any way how I should put the texture to my road, so it would look like it should?

UV texturing is the answer.

Do you need help getting started with that?

1 - Make sure that your road texture is tileable.

2 - UV map your texture on a square mesh.

3 - Create a mesh made of a simple edge between two vertices, and subdivide it.

4 - Parent the square mesh with your UV texture to the subdivided linear mesh.

5 - Enable Duplivert on the parent. Now, your square mesh is copied on the location of each vertex. Resize the curve and the original mesh to get non overlapping square meshes.

6 - You can even model the curbs and sidewalks on each side of the road, on the original model.

7 - Make the Duplivert real. You get a long mesh. Remove doubles if necessary.

8 - Add a NURBS curve and give it the shape of the middle line of your desired road.

9 - Apply a Curve Modifier to your road model, and Type the name of the curve (by default it is Curve) in the OB field.

That’s all : You get your curved road, and you can edit the curve to get the exact wanted shape.

Roubal, your instructions are clear except for: “(3) a simple edge between two vertices.”

What’s “between two vertices” is a line. So I believe that you are indeed talking about a subdivided line.

Anyhow… it is positively ridiculous just how powerful a modeling-tool “modifiers” really are. For instance, there’s a video-tutorial out there on the main Blender page ( which describes how to create a wooden barrel. But the basic model object is … a single wooden stave. A duplicate-object modifier (referencing a circle) produces a ring of staves… a lattice provides the transformation into a barrel shape… but the underlying model is (for a very long time) one enlongated box. And during the tutorial you watch the modifiers being turned-on and turned-off for the convenience of texturing and so on. One second it’s a barrel. The next, a wooden stave. Then back again.

It takes a certain amount of mind-twisting to grok that “the underlying model” doesn’t have to be the exact geometry that you’re looking at … at least, not until you are ready for it to be. It really twists your mind but also saves a great deal of time in your modeling. (“Gee, this thing really is a digital computer …”) :slight_smile:

My basic idea is to construct something like this:

(Is this called a “road play mat” or something in english?)
But what I have in mind, is to use mostly regular shapes to construct the road network. As it now goes, it seems to be most intuitive to use Wavefront obj-format for creating vertices, and then import the results to Blender, like this:

I have not much experience using UV-textures in Blender, so the problem is a bit what goes and where… (I should still make some test to include the texture in obj-file, maybe it goes that way the easiest.)

EDIT. After experimenting some times, I think I still go back to Roubal’s suggestion “Dubliverts and Curves”, it seems to be the easiest way to go. Roundabout feels like a Bezier Circle, and the roads like Bezier Curves, so… If I want some automatic curves, I’ll do them with SVG’s and Bezier curves, and then import the paths and apply the Curve Modifier.