peter g
think
zoho
this is part two of our cutting roads
tutoring tutorial in which i gonna show how we can make use of the topology be created to further refine our design
so let's go
okay
the first thing you might want to do is to densify your mention certain areas of interest
assume this area
we lost a lot of detail while conforming the mesh
or this is a camera is placed and we just need more polygons to play with
so as switch into bowling and mode
and for that
i'd twister paintbrush and select some polygons that might do
and just grow as selection
let's say this is the area that we're looking into
i apply a mesh smooth modifier
turn apply to all mesh off and turn off iceland displays
so we see
actually
what's happening
what's going on
so i'm happy with that
and collapse mesh
and this is a solid base
now we hit my name
our bashing
maybe you want to get back to detailed that yet
in the origin of terrain
hidden conform and under surface
i selected the base terrain that's the blue terrain that you see underneath
changing here to view mode
coming back
nm overview
and then we can reconfirm that mesh or bringing back some of the detail that we might have lost in the process
fair enough
unless you might notice here
this has twice the detail that you have an interest of the terrain
the next thing that we also can do is you wanna maybe distribute some poles along the side of the street
and that's fair
surrounding spines that we do have might come in quite handy
that's assumed disaster area are displaying that you want to use
so i create a shape from that selection
and for this purpose
just restrict ourselves to this area here
and deselect the rest of that street
okay
so this might do
and i prepared
though
simple pole
and then i need
in the tools
and that the line
the spacing tool
i pick my path
that's the past that's hidden here
you see
you know
i can easily
play some poles along that road
say fifteen is enough
i apply
and now we have fifteen instances here
or maybe it's a good idea
which is to hide the base terrain
some of the polls might not be fully immersed
but since they're all instances it's actually quite easy
just plane and its form
and top of the pole
we're having lowering it a little
and now all the posts that you see
you could obviously use forest are rclone also for this task
that would be more elegant
but since we try to work in vanilla figures
max
this is what i chose for this tutorial
let's talk about another case here
could make use of the loop structure of our mission
that's when you want to animate something along
i select online that would be fitting again
create a shape from my selection
may isolate
that's fine
good again
i had not wanna make use of the whole line
so we only pick a certain section
say
that's
yeah
very interested
in
and i create quick place
holder fits box
go to the animate controller
assign a controller
in this case
you assign a path controller
he had a part
that's the part for looking into
hitting to percent
it's a good idea to add a b c if load controller
as otherwise you
cannot work
and smooth curves automatically generates a radio motion puff
and then if you hit photo and bank
our box will automatically
follow in bank
according to the street
now
the orientation is wrong
i make quickly fix this
i mean
it's only a place holder
but as it's the same way as a animated bikes
each spent along the terrain
and the little video i did
so last but not least
let's see how we can shape our terrain efficiently
you generated a whole lot of different material ids
which could help us differentiate between the road and the terrain
bad will do something slightly different
therefore
i make use of regular blend material
you could also use a era of kona blend material
whatever works for you best
and apply this
to our terrain now
we need a mask
and the mason to use is our vertex color
and i piped it into a new blend material
like all this terrain blend
and at first i was on a call
wrote
yeah
i don't want a call
terrain
so how do we get a vertex color
and that's actually quite easy
i select random terrain polygon
as you remember
i said
all the terrain polygons or triangles
to ten
this obviously ain't enough
because we still have to slope
so i grow
maybe i'll grow again
holding control was selecting and selecting old
terrain vertices
and then we said to vertex color of those
two black
and going back into our material editor is to a quick test and to the terrain
really dark gray
a quick grinder right now
can see that's already working quite well
because the streets are grey and the terrain is
light gray
so what's the benefit opposed to just using material
alesia treats might actually turn out quite harsh that way
ok
so let's look how we can use a topology for our texturing process and how we can unwrap this
therefore
i open
of editor
so what we can see is that the terrain is actually quite neatly unwrapped
and the road also
looks on first glance
quite need
but i have to warn you
because of the extrusion processes
we have some uv overlaps and applying in texture right now
based on that you read channel wouldn't look too good
and the reason for that is that extruding polygons
generates overlapped louise and i found a work flow
how
we can clean it up in a fair amount of time
first
i will
drag old road pieces
apart
so that looks quite neat
and then
i convert the whole terrain to an eda pulley again
and make this a little easier to look at
i detach
for the moment
only the terrain parts solve only the streets visible
ok
based on it
again
i
plays an unrepentant top of things
looking into my uv editor
and so the workflow i have been thinking of it is
for quite wire
because
if i would just unwrapped it
i would lose
that linear structure you can unwrap
place blind
but that's also a lengthy process
so what i came up with is i select all the border regions which i did here
and then just deselect
most of them are only the top ones
remain left
and if you look closely to the terrain
actually
it's all split into pretty much even parts
and that's exactly what i want to do
so bit by bit
growing the selection
it's not going to be one hundred percent perfect
but i'm wrapping is a messy process
and must admit
my experience
and so roughly seat
all the bids are kind of spread out
in the same
distance has already something we had happening with
we bothered by that
and pete
by bit
and now you can see and growing
and thou near you have all these overlapping
you beat it
i basically approached from one side of the road to the other
i generate something that kind of makes sense
now
finally
let's just select the whole batch could squeeze this into our texturing box
roughly like this should do for the moment
collapsed
let's see
if this uh looks like something that makes sense
therefore i am
road texture
put it into into diffuse channel
and
previewed is
turning off edge view
you can see already that's looking fairly acceptable
and we got some rough edges here
and then
increasing the tiling
at least we get something that looks somewhat usable
so let me show you two more things that you could do with that topology
therefore
i select all the borders
olden control
i can't select the border polygons inverting my selection
maybe shrinking the selection
and i can add some profile to that road
listing that up
difficult from that point of view
maybe
like this
additionally
if this is too low
poorly for me
i have to possibility to trafford searches
and a good thing about chamfering
in this cases that it respects the
uv maps
just quite nice
so now we have a profile road
so last but not least
let's see how we can texture the terrain
therefore i exit isolation mode
i attached my terrain
and i wailed
all the vertices together
bringing up a random menu
we can see that actually
the road and the terrain has been swapped
so we swapped it here
right
okay
so
we
but to train
we have a simple gray color right now
bringing in some diffuse texture for the terrain
i create a second
mapping channel
which i also have to create
on top of my terrain
it's a simple plane
and now rendering it again
it's huge
so we increase the timing
let's say fifteen and fifteen rang here again
now we can see the texture tiling
problems
so how can we avoid a texture hiding
i developed a small workflow which helps
and therefore i replace
temporarily
the texture
by a noise texture
set it tl fractal level six that the high and the low value
quite close to each other to increase
the contrast that that's what the noise texture looks like at the moment
ok
that's fine for me
guess that is the right size
to avoid a texture
tiling
something like this
i take a mixed map can also
and then put that in one color channel
make a copy
after texture
and then i
rotate
this texture and changed timing
you rotate a little more
and then eustace at diffuse channel
and let's see what happens now
he can somehow still see it's self similar size
but actually a texture
tiling has been abandoned and getting a little closer
terrain is subdivided
able
still
it's not that dense
it's actually still quite okay
amount of polygons
and then rendering that
again
we now can see how the road is neatly blending into terrain
as you can see
the road is actually a super blurry
just to explain this quickly
we blend between two terrain space on the vertex color
which was black and white
and if you want to get rid of that blurriness
take the color of the vertices
put it into an output node
creates some extra
control inside the curve
and
a curve like this increasing
basically
the contrast
and hitting wrote again
you can see now
the road is actually much sharper
so the blurriness of the blending can be controlled like that
i hope this second part could explain quite well what you could do it topology
and how you could further enhance your mother
i would appreciate it alike
and you
next time
bye bye