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View Full Version : texture a big ground + close-up?


fantasi
10-02-2007, 01:02 PM
We're doing a project right now where the camera is pretty far away from the ground (10 meters or so) and then zooms in until it's really close to the ground. Which way is the easiest to texture this? It must be very high-res in the close-up. I don't want any seams of different objects or textures and I don't want the map or the scene to be so hugh the computer wont cooperate..

Looking forward to a lot of tips, trick and tutorials ;)

soulburn3d
10-02-2007, 05:47 PM
I'd first map the plane with a texture big enough for your far out shot. Then make a smaller texture that's only large enough to fit the camera for the most zoomed in pportion, but very high res. Then paint a map that blends between the two textures. That way you can have a super hires texture for getting close, but it doesn't have to be large in surface area. Or maybe set up 3 maps of different sizes if having only two maps isn't enough.

And here's another technique for blending between multiple maps without seams that may be some use.

http://www.neilblevins.com/cg_education/tiling_trick/tiling_trick.htm
- Neil

fantasi
10-03-2007, 08:30 AM
But how would you do to blend them together, multiple surfaces or something like a layered shader?

I often use that trick (the link) but i need to have something that's not tiled now..

soulburn3d
10-03-2007, 03:12 PM
But how would you do to blend them together, multiple surfaces or something like a layered shader?

A layered shader. If you can't have a tiled texture, then that's fine, but the theory remains the same, use a bunch of layers, each with a bitmap, each bitmap should be high res (maybe 4k) and smaller in physical scene size, with blurry masks blending between them.

- Neil

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10-03-2007, 03:12 PM
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