If you look at the image above, you can perceive the individual “grains” in the tarmac up close, and yet, you don’t see any obvious tiling looking further back.One way to achieve this is to build a complex shader that relies both on seamless and non-tileable bitmaps and and on procedural elements.īy mixing everything up using composite maps and overlapping UV coordinates, you can achieve a level of complexity that will hide all tiling and maintain a non-uniform overall look while still featuring convincing micro details. In fact, no texture, however large, is likely to maintain its crispness seen from very close. Of course, you could paint one gigantic textures, but you don’t have to. You want to avoid both a repetitive “tiling” effect from afar and a pixellated look in close-ups. Despite the modest area of the image it occupies, it’s one of those things that can kill the realism of an image if not done right.The challenge with these kinds of large surfaces, in general, is always the same: How to maintain a non-uniform look that remains convincing from a long distance while still maintaining micro-details that hold up at closer quarters. The road is a minor element of the shots, but it was also one of the trickiest. When I posted my series of images a while back, some of you asked if I could elaborate on how I created the road material.
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