Hi, everybody
Could you please take a look at the pictures and tell me if anybody is aware of a valid workflow of making this kind of walls out of two (or 3) pieces where each peace is a separate tile texture (painted wall, bricks and concrete).
Did anybody deal with anything similar?
I wanna use this design pipline to have posibility to create what ever I want in 3d with low res tiled textures in general instead of heaving 2 polygons and textures in high resolution.
p.s.: i need it for a realtime engine that does not support shaders or normal/specular maps.
Thanks.
Replies
any thoughts on that?
If you can settle with just horizontal tiling you could get some nice blending but it will look a little linear.
Also you could dedicate one texture to nontiling blend elements
since there will be a lot of this kind of walls, so using planes with alpha channel it's tough for engine, imo. And I really want to use tiled textures in both directions.
Only thing I do have it's ingame lightmaps, which is looks more like bunch of dark spots all over the corners.
p.s.: it's for LS3D engine, btw.
If you Google LS3D engine, it leads to Hidden & Dangerous 2, so here's a destroyed city in that game.
Looks like just damage painted into the textures, and reused a ton.
Lots of big blurry pixels, a real shortcoming of this old approach. But you have limited memory (as always) and you have to downscale your textures to fit, or else you have to be super-creative with your texture reuse and accept some harsh seams at edges.