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Blender Ground Polygons

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ca-newfoundland-labrador
Hey all,

I've been working on a new scenery project and decided to go with a (semi) photo real background image. The resolution isn't great, but with some photoshopping and other tricks, I can get the image to where it needs to be.

This is the largest (per sqft) airport I've tried, and I ran into an issue with GMAX just crashing when splitting up my tiles. It gets to a certain point and I believe the image is too large and GMAX just taps out.

I've been using Blender for doing the actual building/models creation, and decided I'd give it a go for doing the actual ground poly work too. Unfortunately, I just can't seem to get there, and was hoping a Blender wizard would be able to point out where I'm doing it wrong.

In Gmax, I create the plane, and subdivide it into a grid pattern (for this airport, the Grid is 8x7, with 4096x4096 tiles), and each "grid square" is a separate texture as part of a multi-texture. There's a great youtube video that does the same process (so you can see what I'm trying to accomplish):

Skip to about the 32' mark to see what I'm talking about.

Is this possible in Blender? If not, is there a magical way of doing this in GMax that doesn't crash? Surely I can't be the first numpty to try to load a massive ground texture.

Thanks in advance!
 
When having the grid in Blender you have to assign an individual material to each cell of the grid. Do so while in edit mode, there is an assign button where you can apply the material to only the selected faces. Each material gets its own texture then.

In case you want to use the image for reference only:
Don't use a grid at all. Blender has no problem loading 15k textures.
 
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