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Texturing Hard Surfaces

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18
Country
netherlands
Hi all,

I've posted before with some questions that I've managed to figure out but I'm still struggling with a certain aspect of texture creation for my airport (I have a thread on the MSFS forum where I post progress).

Texturing buildings is relatively straightforward, I've figured out UV mapping and since they're more-or-less boxes it's not a huge mystery. I am still stuck on how to get my taxiways (and any other hard surfaces) textured to a high level of detail and finished in the way that would be comparable to other developers.

To give an impression of where I stand, here is a screenshot in-sim of my photoscenery (applied as projected mesh with a "grass" surface) underlaying my taxiway mesh (applied as projected mesh with "tarmac" surface). The first picture is when I layer the taxiway mesh on top of the photoscenery:
Layers1.JPG


Here it is with the taxiway mesh under the photoscenery:
Layers2.JPG


The dark green edge is a semi-transparent fill in the texture extended from the transparent selection:

Gimp1.JPG


This method is one I've "copied" from FlyTampa when looking through their texture files for Amsterdam (reference pic attached, THE TEXTURE IS COPYRIGHT FLYTAMPA, ONLY FOR ILLUSTRATION PURPOSES HERE).

FTExample2.JPG


I get the principle behind what FlyTampa does, but I can't seem to get it working properly or with a high degree of precision for my own scenery. In 3ds Max the problem is more clear. Applying the background photo as a mask is all well and good, but my surfaces themselves are a mesh and I feel they're quite accurate. Lining them up by vertex by hand is a huge pain in the you-know-what and something I really want to avoid.

3ds1.JPG
3ds2.JPG


Aside from this problem - I could just go through each vertex as time consuming as that is - the textures in MSFS which I've applied to my taxiways are nowhere near a decent level of detail and it doesn't seem like a standard practice to have each intersection/mesh be textured separately with a 4096x4096 bitmap for the detail.

Am I missing something here? Do I just need to bite the bullet and texture each part of the taxiway separately? Is there a standard way to do this?

Any help would be appreciated!
 
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