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Texturing a high polygonal cave

I currently work at a project where I have to recreate a mine/cave in 3D. As a starting point I got a highres mesh produced by a laser scanner of all the tunnels. There are holes and gaps here and there in the mesh, but apart from that it's fine.

But I have difficulties texturing the whole thing. Coming from another company, where I was only responsible for the typical assets/props and never having done an environment before, I have no idea what the best approach is. I've created a few tileable stone textures and tried UV-Mapping the highres mesh, but that seems painful and tedious to do.

What would you do?

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  • Angry Beaver
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    Angry Beaver polycounter lvl 7
    Natural environments, especially caves are hard to UV well, myself? If the engine supports it (UDK) I usually resort to blended textures with different UV maps. So I map one rock texture as best as i can but producing some seams. Then I start up a new UV set and do the same but so that I cover all my previous seams and only place seams where there wasn't a seam before. Then I blend between the two only leaving the non seam locations. Some people don't like how muddy this can make the rocks look but if you can texture your blend with a pattern that solves the issue smoothly.
    If the engine doesn't support it (Source) I usually try and make a rough facimily out of properly U/Vd panels which I then push and pull into something approaching the right shape ensuring I don't stretch too much and if I do then to use things like stalgimites/stalgtites/rocks to cover the ugly bits.
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