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I have created a simple race track in Blender using bezier curve, array and curve modifiers. A track is created from simple planes and the basic seamless asphalt texture looks quite good. enter image description here As you can see a basic texture is repeated for a single segment to better match a track scale. I would like to add to the race track some variations, for example a normal map with cracks and transparent texture with tyre marks. I wonder how to achieve a realistic effect. I have two ideas:

  • prepare many different textures and load them randomly for a track segment
  • prepare a few bigger textures, generate somehow a second texture coordinates channel and apply bigger textures for a group of the segments

but maybe there is better way.

Finally I would like to export that race track (for example as wavefront obj file) and load in opengl graphics engine using assimp library.

How such texture variations are achieved in games ?

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  • \$\begingroup\$ In blender, you can have two (or more) image textures and use a mixRGB to combine the two, using the alpha of the second image or a third mask image to choose which is visible. You should be able to program the same kind of overlay for any number of additional variations. \$\endgroup\$
    – sambler
    Oct 23 '19 at 2:22
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If you're looking for a quick and easy method press 5 to enter orthographic mode, press 7 to enter top down view, and finally press the 'U' key over the 3d View and select Project from View. This will overlay the entire 3d plane into the 0-1 space. You can press 5 again to leave Ortho mode.

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