The terrain is then retopologized. We separate the track surface from the terrain because on the track surface we use two materials which are blended by vertex. These materials have a lot of variation in them in order to get interesting surface structures. But because there is so much information in them we need two materials to break the tiling. If we had only one material the tiling would be very obvious.

On the surrounding terrain we use 3 to 4 materials that are optimized for large application with much less visible tiling. They are applied by splat map from world machine and then improved by painting in the editor. To hide the poly edge where the terrain meets the track surface, we use a transition decal which overlaps the terrain approximately one meter and uses the same materials and UV’s as the track surface. It’s faded out by vertex alpha. On top of the track we use larger decals for tire tracks and to give certain areas more uniqueness.