Basically, I've taken on a personal project to make a map of the town I live in to use in BeamNG.drive (a car physics sim type game).
I've taken Digital Elevation data derived from LiDAR point clouds for a 8.939 km x 8.939 km square that covers the city. I've used my GIS software (I do GIS for a living, so this part is the bit I do understand) to clip out only the roads from the entire elevation raster heightmap. The result is basically a heightmap with only the roads. My thought was that this would make the resulting mesh (which I'm making from the heightmap in WorldMachine) less complex so I could work with it in blender to smooth out the roads, and then later combine it all back into one heightmap or .dae file or something. My problem is that it's about 10.25 GB which is too big for me to work on in blender without considerable load times and lag.
Is there any sort of best practice for this workflow? Am I doing something totally wrong, or am I on the right track? I basically just need a way to smooth out the choppy roads. I've thought of dividing the heightmap into several chunks, but I'm still figuring out how the game engine would like that.