Another day with road curves

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  • 2 mins read

It’s another day with road curves and road systems. Yesterday, I made some street structures around the Tina Hotel, a new building that was also designed but needs much work for the props. The building has a main texture applied so far, and more textures will be applied as I’m using multiple materials for one single 3D mesh. This is something I do more often now since there’s a misunderstanding out there among modders that you can only apply one material per mesh object. I suppose that was maybe a thumb rule for making mods for Farming Simulator in the past versions of the game, or it was something that GIANTS Software themselves replied to.
No limitation says you have to stick to one material per mesh object. You could add as many as ten materials to a mesh if you want. At a certain point, the GIANTS editor will probably give some sort of warning.


Now, for my preferences, I stick to five materials at max and instead separate the mesh into other mesh objects if more. And that’s mostly because of how things are rendered inside the Farming Simulator, mostly dependent on the level of detail, distance clipping, etc. It’s mostly a matter of the object’s size (its scale) and its load on the game engine to load it in and render it. That comes down to the scale of the textures it’s using (affecting video memory – VRAM), the density of triangulation, and, in the end, if it impacts the frame rate.

So yeah, the street construction continues.

Why I don’t use these fancy street construction extensions you find at the Blender Market has simply to do with control. Because geometry nodes are something I haven’t yet dived into. In many of those products sold at the Blender Market, you will find out that they use geometry nodes, which aren’t that good for game assets when it comes to triangulation, UVs and materials. In fact, they will sell you the impression of something that can be done easily and fast, but many of those products are for Blender users who do scene renderings, animation and such. For game assets, it’s way more attention to detail, especially when it comes to mesh complexity, triangulation, etc.

Bounds Clamp

This one is interesting. It seems to do some correction to the curve and the mesh itself.