Hello, I’ve been looking at this site for a bit, and this is like the first time I’m posting.
I’ve been using Blender for some years now, mainly creating vehicles, or simple tracks.
Altough, I wanted to improve my track making skills. All the games I used to mod used Heightmap for terrains. So If I had to make a road I just had to make a path in the heightmap (pretty time consuming), import the HM in Blender and make a road. But this method doesn’t give a perfect matching road to the heightmap, since it depends on the terrain resolution, and the road too! And since I’m talking about games, I can’t go nuts with polies.
With the help of a program called 3DRipperDX, I’ve been studying how others games have their maps made. I noticed they have somekind of mixed road path with a terrain with a grid-like topology. Here’s an example from Flatout 1:
And one from Motorm4x:
You can notice that the road is like following its own curve, and the terrain around has its own grid like topology, and it’s merged with the road.
I tried looking around for any more explanation about this kind of method, but I hadn’t much luck :
So, my question is:
How that works? You start from a road (Plane with Array and Curve modifiers) and then make a terrain under it and merge it somehow? Or there is a particoular way to do that?