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Methodology for Ground Polygons

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22
Country
india
Hey,

I have recently begun developing airport sceneries for Prepar3D and I use Blender to model and export the objects. While working on the Ground Polygons, what process do you follow for the texturing? Most tutorials I see online use tiling of base textures (asphalt/concrete and cracks) over the surface and this works but the payware addons I see seem to have individual textures for sections of the ground poly and this allows them to bake Ambient Occlusion and Night Lighting into the textures. Just want to know what is the way to implement the latter using Blender, are individual sections separately unwrapped from view in top orthographic view and then textured in the image editor or is there another way? And what is the general method used by the developers here for the ground poly?

Warm Regards,
Apoorv Pal
 
I want to know too. As long as I'm building ground poly, I'm using tile method and for building I manually add darker color to less exposed areas. Time consuming of course. I need to learn more about baking texture
 
Hey,

I have recently begun developing airport sceneries for Prepar3D and I use Blender to model and export the objects. While working on the Ground Polygons, what process do you follow for the texturing? Most tutorials I see online use tiling of base textures (asphalt/concrete and cracks) over the surface and this works but the payware addons I see seem to have individual textures for sections of the ground poly and this allows them to bake Ambient Occlusion and Night Lighting into the textures. Just want to know what is the way to implement the latter using Blender, are individual sections separately unwrapped from view in top orthographic view and then textured in the image editor or is there another way? And what is the general method used by the developers here for the ground poly?

Warm Regards,
Apoorv Pal

You need to use different layers for your ground polygon:
  1. A base layer with a tiled texture
  2. One or more layers for ground markings
  3. Extra layers for wear and weathering
  4. Ambient occlusion overlay
  5. etc
It's well described here:
 
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