digitaldamage
06-30-2003, 02:55 PM
...sort of.
I couldn't come up with a more fitting title, so i hope it does the job.
I have an everyday problem, it seems. You built the scene, and, lets say, you want to texture it now.
In this case, there are a few high buildings left, right and in front of the camera. Five floors high and, well, a bit old and weathered. Cracks in walls, rust running down of all sorts of things, that stuff.
So, for the most part procedural maps are not an option. The walls (polygons) are not individual objects, but most of the time one single bigger object. (which isn't really a problem, see No. 3 below) I cannot use box mapping because of non rectangular angles. I seems that it all comes down to planar mapping.
I estimate more than 100 faces which are needing single attention. This is for one building. There are at least four.
As i see it, there are not that many options.
1. Unwrap every wall piece, make a big texture, reassign.
2. "Sub-objecting" every needed face.
3. Detach faces. Apply Planar map. (essentially the same as No. 2)
Of course it is possible, but i fear that it will take ages to complete the texturing process.
The question i have is how are you going to texture geometry wich is rather simple itself, but is annoying due to the mere amount of it.
TIA
I couldn't come up with a more fitting title, so i hope it does the job.
I have an everyday problem, it seems. You built the scene, and, lets say, you want to texture it now.
In this case, there are a few high buildings left, right and in front of the camera. Five floors high and, well, a bit old and weathered. Cracks in walls, rust running down of all sorts of things, that stuff.
So, for the most part procedural maps are not an option. The walls (polygons) are not individual objects, but most of the time one single bigger object. (which isn't really a problem, see No. 3 below) I cannot use box mapping because of non rectangular angles. I seems that it all comes down to planar mapping.
I estimate more than 100 faces which are needing single attention. This is for one building. There are at least four.
As i see it, there are not that many options.
1. Unwrap every wall piece, make a big texture, reassign.
2. "Sub-objecting" every needed face.
3. Detach faces. Apply Planar map. (essentially the same as No. 2)
Of course it is possible, but i fear that it will take ages to complete the texturing process.
The question i have is how are you going to texture geometry wich is rather simple itself, but is annoying due to the mere amount of it.
TIA
