Road modelling workflow
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Help me /3/, you're my only hope.
I'm working on a game where the terrain is just roads, but I'm unsure of what kind of workflow I should be using.
What I've currently got set up (just for figuring out layouts) is a big curve/path and an array'd road segment that follows it. This won't actually work for gameplay since I've got different types of roads (tunnels/ramps/etc) and decorations and junctions and stuff, but I'm unsure of how to replace it.
My current thinking is using a curve modifier on a long base road bit with edge loops put in so I can match the curve closely without having excessive polys where I don't need them, then applying that and getting to modelling individual details. The problem is that that's destructive and I'd prefer being able to adjust things as I go along. Modelling with the curved modifier applied would work except for that blender's camera still orbits around the unmodified position, making navigation a bitch.
So, /3/, is there a better solution?
It'd be nice to have a good way of generating the collision mesh too.