Mesh appears smooth, however it is not? The mesh itself is straight, but when viewed in texture mode it looks quite bumpy (renders this particular area in game as very bumpy and undrivable).
How do I fix this?
Note: array and curve modifiers used on mesh

Set 2:



Problem is, it renders as the bumpy road, not the smooth wireframe, and thus it is undriveable in-game.

-------------UPDATE-----------------------------------------------------------------------------------------------------------
I have found somewhat a solution to this (in Nurbs curve data), it involves changing the twisting From Z-up to minimal or tangent, then playing with the resolution and turn on bounds-clamp (for mesh to hug the wireframe). It is not a perfect solution because now I need to re-do all control point tilts and locations for this 9km track. If anyone has a better solution, please share.




UPDATE 2: Even with twisting to minimal or even tangent, still getting weird artifacts in road mesh. Problem persists.
The mesh is smooth, but very low poly with long thin quads. Such geometry can produce texturing artifacts - that's what you see.

You want to keep the topology in square quads.

To do so make just tileable chunk of the road (rectangle with nice topology), UV unwrap it and repeat it along a curve with Array and Curve modifiers, like so: Create a road along large terrain