I have created a simple race track in Blender using bezier curve, array and curve modifiers. Please see here. A track is created from simple planes and the basic seamless asphalt texture looks quite good. 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 ?