|11 November 2012||#1|
Nottingham, United Kingdom
Join Date: Nov 2012
Texturing large objects whilst keeping close up detail
Im creating a dwarven city environment for my college project which i plan to put into UDK or Unity.
I was making a quick map in maya to get my proporitons right and figure out where everything was going and I decided to texture my pillar model to see how it would look.
But ive ran into a problem, It would be a large model in the game so the textures would be less detailed when viewed up close.
The yellow block in the picture represents the player.
How should I UV the pillar? should i split up each part of it? I want to have patterns on the stone aswell so i cant just overlap the uvs on a stone texture
|11 November 2012||#2|
Madness. Madness, I say!portfolio
Join Date: May 2008
This model is symmetrical, so do a 6-sided AutoUV, and then piece it together. It might take a moment, but it's totally doable!
Any time you texture anything it will lose resolution up close, so you'll have to just either use tilable textures or a large texture map to get the detail you need.
Commodore 64 @ 1MHz
1541 Floppy Drive
"Like stone we battle the wind... Beat down and strangle the rains..."
|Thread Closed share thread|