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Unity Terrain Textures

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

Unity terrain textures

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Textures

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ResourcesCSS created by Sean O'Dowd, Maintained and updated byReddit Logo created by from! If a hand-painted 4k texture is still looking pixelated, then I would hazard a guess there is something amiss in your import settings. Unless you're stretching it over an 8k terrain, it should be high resolution on smaller objects.For high quality, open terrains then it's usually a combination of things like basic tiling, with depth masks and splat maps overlayed to 'hide' the obvious tiling artifacts and then (as above) a bunch of objects placed on top will break up the repetition.All of game development is an illusion - once you pick away at the topography, it's all still pretty basic underneath.

Unity Terrain Texture Size

Just many layers of simplicity give the illusion of complexity. Don't overthink it. Not sure what you include in the ground texture in this image.I almost want to say that there are only 2 textures in this image used for the ground: A tileable sand texture and a tileable rock texture. And then the roads and buildings with tire tracks etc. Are prefabs you put on top of the ground.This is probably oversimplified compared to how it's actually done, but I would be pretty sure it's not a single texture.Why didn't you start with the Unity terrain system for something like this?. Your issue I'm assuming is that you want a ground texture that tiles so it can have good resolution but also have variation you can paint on it.In that case you need a shader to blend between textures. With different techniques you can write a shader that will blend up to 16 textures with vertex colors but for simplicity's sake it looks like you'll only need 2-4.To blend between two textures you can use the Vertex Alpha value where full alpha is one texture and no alpha is another while in between values blend the two textures.

Unity3d Terrain Texture Tiling

If you use a height map you can dictate how the two textures blend into each other, for example with cobblestone you would make the cracks between the stones black and the tops of the stones white to make the cracks fill up before the stones get covered, giving a better blend.This technique is explained fairly well.To blend more textures this way, like 4 for instance, you could take the result of the first blend and use it as an input texture into a second blend and keep going until you've blended between all your textures. The first blend would use vertex color red as its blend value, the next green, then blue, and finally alpha.A graphical representation of this 4-way blend method can be seen.