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Can I create textures for a long street in Mixer?




  • Ian

    Hello PeterR,

    Thanks for taking the time to reach out to us. There are a few different ways to go about achieving a long street material in UE4/UE5 with Mixer. However, you will need to do some work in Unreal Engine in addition to creating the majority of the work in Mixer.

    For example, if you wish to work with UDIMs, or multiple textures, you could create tileable street patterns in Mixer that contain generic road information such as lines, curbs, cracks, etc. Once imported into Unreal Engine, these multiple textures that vary slightly from each other could be assembled on multiple meshes to create a modular road. You could then utilize decals directly in the engine to break up any repetition and to add visual interest to specific areas. I also recommend creating two variations of the materials if you choose to utilize this workflow, one wet, and one dry. Once you have both variations in Unreal together, you can vert paint between the two to further break up any repeating details and reduce the procedural look.

    Another option, which I personally prefer, would be to create a spline blueprint in UE4 for your road and then assign a static mesh with a repeating material to it so that you may more easily direct your road. Once the blueprint and meshes are in place, you may then continue with adding decals where necessary. We covered this type of workflow in a tutorial a while back. You can find it below


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  • PeterR

    Hey thank you for a very thorough explanation!

    I forgot to mention that I was looking to export it to 3Ds max with vray. We use that pipeline at my studio. But I think I have the idea clear to me. We could assemble the different sections of road with for example Railclone randomly along a path.

    Great thanks for your help!

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