View Full Version : Which Texturing technique?
12 December 2007, 12:13 PM
Im trying to build a house for UT2007 and im not sure where i can use Tile textures?
i have applyed tile textures to the roof and walls but its evident that the texture is tile,How do i break up the pattern?
Im useing a Multi/sub matrial,Can i use a blendmap in each slot?I mean can the engine handle it?
What im trying to do is to break up the tile textures with a blend map,Which blend it with another texture with a little help of a maskimage.Im useing 3ds max 9
Also what is the best to do,I want to unwrap the windows and doors.I want to unwrap everything becuse it gives me more control but i guess thats a bad thing to do?I feel like it gives me more control to unwrap as much i can.But then i can only use it for 1 object and a tile texture can be used to meny objects
i hate texturing objects becuse i dont know how to do it the best way.In guessing mostly and thats annoying.I cant find any game specific texture tutorial of this kind of objects im trying to make.Can someone please explain indepth ?
12 December 2007, 01:28 PM
i think you should use "stickers" for the details out of the tiles
these ara alphamapped planes with dirt or poster or whatsoever on it
for the common details on a house, like dirt undereath the windows a 1024map is enough for everything
12 December 2007, 01:48 PM
Ok thanks!! But im not sure what you mean?
I know what you mean aboute the alpha plane but shuld i make a plane that covers the whole fron of the building?Or just small planes here and there ?
Is there any example of what yo mean somewhere?
12 December 2007, 02:44 PM
in this page is some example, but it isnt the best to find...
12 December 2007, 09:53 PM
Thanks but im still a bit lost here.Guess i have to seach for a tutorial,But with my luck im sure i will drop this model and play tetris insted
Why isnt there any gamespecific tutorials out there?I mean i find tons of tutorials but nothing that has with game to do,Im disappointed,Is it a secret to know this kind of stuff or is it just to few whos dealing with enviroment modeling/texturing?
Ok here is latest render and inside max screenshot.
I have made a plane infront of the wall (Very close) with a dirty texture and a Alphamap in the opacy slot in 3d studio max.Im not sure if this is te right method to break the pattern??
12 December 2007, 02:23 PM
okej i have a very basic question i think.When i build walls im not sure how to do it with tileble textures,Well i know how to do it with 1 texture but if i want a mix.Lets say a brick texture and something in top and bottom that break up the bricks,How do you guys do this? do you make a wall that has more then 1 poly,I mean if i have 3 textures then i must have 3 polys atleast so i can set the material ids ? 1,2,and 3 right,
Can someone please explain becuse i cant find this anywhere.I want to make a house (high-rise) then 1 texture wont be enough on the hight ?
ive made a image the make it clear
12 December 2007, 03:03 PM
The alpha mapped plane is a great way of breaking up a tiling texture, however, there's some quite obvious tiling going on - I'm not sure if it's from the alpha mapped dirt or on the base texture itself? But there is a large black patch that is repeated about 8 times horizontally across the brick part and 3 times vertically.
As for your walls, seeing as you have a pretty generic background (bricks) I'd just use thirding to have 3 wall polys and one texture. There's an excellent tute explaining this on Ben Mathis' site: http://www.poopinmymouth.com/process/tips/thirding.jpg
12 December 2007, 06:30 PM
made something yesterday, still very basic but i worked on it until 3 in the morning^^
here is the alphamap for the planshit^^ as you can see, there is still alot of space for more, and dteh material is stoll just black, so you can do very much with this things
as you can see, this method is able to create cool stuff^^
12 December 2007, 07:29 AM
If you don't need "specific" dirt, e.g dirt that is only below the windows, like in arrangemonk's example, you could put some irregularities onto the texture, to break it up a bit, using the materialeditor (http://analgrotte.de/images3/jdv1198913727k.jpg). Basically it's just huge stains, but it can help making tiling less apparent. You could also have two brick textures, one normal and one weathered and combine them using a B/W map and a LERP Expression (http://analgrotte.de/images3/cqs1198913561t.jpg).
@arrangemonk: lovely plants!
12 December 2007, 01:27 PM
guys thanks ALOT!!!
I have to try both ways.Thanks!
12 December 2007, 01:27 PM
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