2011-04-21, 09:11 AM
Todd
I've had an idea for this floating around for a while now which should give you very efficient maps and without that tile effect that is such a trademark of games. I'm on the laptop and thiking out loud here.
Take your 256 square and paint areas ie dirt, grass, snow? whatever with perhaps blend areas between them. Imagine your texture divided into say 4 quarters with an area of dirt or grass in each.
Then select the grass area polys and UV project from above. Isolate those polys in UV and move and resize into the grass quarter. Select some polys you want dirt on UV project,resize,scale ec as before and move onto the dirt area. So you will end up stacking the UVs on top of each other - not great practice but hey.
I hope this makes some sort of sense.
Mark
I've had an idea for this floating around for a while now which should give you very efficient maps and without that tile effect that is such a trademark of games. I'm on the laptop and thiking out loud here.
Take your 256 square and paint areas ie dirt, grass, snow? whatever with perhaps blend areas between them. Imagine your texture divided into say 4 quarters with an area of dirt or grass in each.
Then select the grass area polys and UV project from above. Isolate those polys in UV and move and resize into the grass quarter. Select some polys you want dirt on UV project,resize,scale ec as before and move onto the dirt area. So you will end up stacking the UVs on top of each other - not great practice but hey.
I hope this makes some sort of sense.
Mark