Howdy,
I'm working on this Wickiup type structure and I'm having alot of trouble as you can see.
https://imageshack.com/a/img819/9308/guw.png
What is the best way to unwrap this thing to show as little amount of seam artifacts as possible on the top while still being efficient in texture space used. I will be using the same material on the top of this structure for other different shapped buildings as well so I don't think unwrapping it in a circular manner is efficient. But, I could be wrong. Here are my UVs:
https://imageshack.com/a/img96/5892/qda5.png
Any advice?
Replies
It would work wonders for your texturing issue as well as for the silhouette of your structure.
and this is a snapshot of a quick cryengine test.. the texture is lower res and the alpha map isn't displaying correctly as you can see at the bottom of the structure.. why is this happening in cryengine and not in the 3ds max render I posted before? the engyne settings are set display at highest quality but it doesn't appear to change at all from medium quality.
after looking at the crytiff plugin exporter settings where I exported the texture i noticed that it starts as 2048x2048 and then the preview one is 1024x1024 and the results at the bottom say 1024x1024 too. but it also says that it is "original" and is not being changed from its original size but I think that's what the low quality issue is in the engine..
Here's a quick example, there's a basic dome with a texture and then on top of that are planes with an alpha'd texture to break up the pattern.
Obviously, for this I just extruded the loops along the sphere and the result is predictably generic. You'll want to use custom planes and overlap them to get the result you want.
The alpha issue you're having in cryengine might have to do with the way you set your shader to interpret transparency. Instead of using the full range, your shader is using a threshold value to test where something is transparent and where it isn't.
This method only returns o or 1.
you can look and see the weird color and transparency. the bottom looks more correct but the mid and top sections are see through and with discoloration. and in the material preview in the top right of the image shows what the material map should look like. I don't know what it doesn't translate the same to the model here.
The shadows I'm talking about are the ones you have baked into the texture.
ok sorry it took so long to reply, I've been playing around and visited the crytek forums to save you guys trouble with engine specific questions. here's what it looks like with the alpha tested material. I added some grass and cut out a hole inside(the dirt area) and that alpha needs some serious work but I'm not good at making that detailed realistic look yet. I got rid of some of the shadows but left the rest because without them it doesn't have that thatched look to it like grass is overlayed on eachother.