Tell me if I'm just over thinking this but I was planning on using 3 tiling brick textures, creating the normal maps from these textures and then throwing on some decals to break up the tiling. That's my first directional thought.
However I've been going back and forth as to whether or not I should take my model into ZBrush and really damage it up instead of just relying on photo reference and sticking with a bland looking model. If I go this route and bake out the high poly am I still able to use the tiling textures even though the UVs for the bake have to fit in the 0-1 UV space? Meaning I pack everything specifically for the bake and then afterwards can scale out the UVs for the bricks past that 0-1 UV space?
Here's the modular piece so you know what I'm working with.
Again, I know I'm over thinking this, but had to ask anyways :poly136:
Replies
http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html
http://www.thiagoklafke.com/modularenvironments.html
http://www.philipk.net/tutorials/modular_sets/modular_sets.html
MOAR!
http://wiki.polycount.com/CategoryEnvironmentModularity
Adding multiple uv coord does not produce more verts. you can store as many attributes and data as you want. you onlu have to split verts if the vertex is shared on faces that make the vertex have multiple uvs such as tangents.
I've already had those bookmarked Eric I know there are a ton of ways to go about modularity and I've looked into them all. I don't want to bake out my own bricks, but instead I want to sculpt on the model and then use a photo reference on top of that. The only issue I seem to come to is the rules of normal map baking vs tiling textures. If I bake a high poly of my model the UVs have are confined to one UV space. However, using a photo reference of a tiling texture gives me the freedom to expand the UVs outside this UV space. Am I just forced to texture the UVs within the one UV space which would mean scaling the bricks over the unwrap instead of scaling the UVs to fit the texture in 3ds Max. Hope that makes sense. This is how my UVs are set up as of now
Here's the concept I'm using
You could use one brick texture for all four, and use material switches to create all the variations. This would decrease memory cost but at an increase the shader cost.
You could pack four brick textures into one bitmap, for example in a vertical strip (so the sides tile), and subdivide the geometry (to make it tile horizontally). This would decrease texture fetches but increase the vertex count of the model.
You could use four separate tiling brick bitmaps. But this would increase the draw calls for the models, because you have four separate shaders.
It all depends on what's best for the game at hand. For a portfolio-only piece, I would just do option 2. Simple setup, and easy to showcase.
This second method seems like a much easier solution for now. I could put each texture in the RGB channels to save on texture space. Would this make me lose out in the resolution of each texture? You're method sounds like it could be feasible but I don't understand what you mean about subdividing to tile horizontally. I'm imagining 4 textures on 1 PSD. I can see how it would tile vertically, but horizontally I'm not getting it.
This third method seems to be what I have going already, and the most simple.
As far as vertex blending goes, maybe you guys can help me out with what I'm doing right and doing wrong. I intended to have multiple map channels since I was using multiple masks for each brick texture to show up differently on the model, if that makes sense. Having 5 map channels for one model is a nightmare to keep track of so I'm consolidating map channel 1 to be used for all the brick textures, map channel 2 for the masks, and map channel 3 for the light map. Map channel 2 is going to have the masks so I can move the UVs around for where I want one brick texture to show up over another. In 3ds Max I'm making a composite material, moving the UVs around, and collapsing the unwrap so it all transfers to UDK.
Without make the second map channel this is what I've put together
As you can tell it's completely unrealistic, but gives a good representation of what I'm trying to accomplish. If I vertex paint these textures they're not going to be revealed over one another evenly, which is where the masks come in. Since I can't simply tile the masks like I can the textures, cause I'd get a result like I'm seeing now, how else can I go about this?
Here's what some vertex painting was able to accomplish
I was just messing with lerps, seeing what connecting one texture vs another would do. This all looks like a hot mess to be frank. So in as few words as I can come up with now, help please
In UDK just load the textures you use and consolidate into one material. I used the Lerp node to blend the 2 brick and mask textures to get this....
I'm still trying to figure out how to combine Lerp nodes together so I can maintain the mask, but also vertex paint with other textures. How might the shader set up look like? I tried plugging 2 Lerp combos into the A and B slots of another Lerp node to combine them, but vertex painting wasn't working.