Hello again,
Currently trying to create several rock formations both small and large. My current workflow with the larger rocks has been simply hand painting them.
I'm moving on to the large rock formations now and after some tests it seems that hand painting isn't a good approach for this. A single 2k material still gives me a very blurry result since, obviously, the rock is quite big. For these larger rock formations i'll probably have to use tiling textures if i want to keep the textures nice and crisp.
If i had to make large and flat rocks i doubt this would be a problem, but my rocks are very pointy so i don't think it's possible to keep them in a single UV island. 2 islands is possible, but obviously it leaves me with a giant seam along the object when using tiling textures.
So is there a specific trick to this? Is there a way of hiding seams by overlapping them with new geometry somehow?
Thanks for reading.
Replies
http://wiki.polycount.com/wiki/EnvironmentSculpting#Rock_and_Stone
If you have tight memory limits, like with mobile or non-streaming console, then tiling textures are the way to go.
http://wiki.polycount.com/wiki/EnvironmentSculpting#Tiled_Cliffs_and_Grounds
Just have to be careful to use the simplest shader possible to mix only the # of layers you need, as often your shader complexity is the main performance killer.
http://wiki.polycount.com/wiki/MultiTexture
It's a fairly simple shape with a global smoothing group. The detail comes from the basic texture which in case of this rock (it's a giant one) is tiled 16 times so it looks good up close. The detail comes from a detail map that seems to be created specifically for this object. This is also the case for several other types of default rocks. This detail map is tiled 0.125 times. I wonder how this detail map is created. It seems like it's some sort of a highpoly bake of this object since all the detail falls into place perfectly for this asset alone. But why is it tiled with a factor of 0.125 then?
I hope someone can explain this to me .
http://wiki.polycount.com/wiki/Detail_map
But it looks like from your example that what they call a detail map on this asset is actually a uniquely-UV'd normal map (the orange image). This looks like it was baked from a high-poly sculpt. It's also been swizzled into BlueGreenRed order, but the previewer is trying to display it in RGB order, thus the weird colors. If you un-swizzled it, it would look like a regular normal map.
If my UV unwrap fits my texture space, there should be no need to tile this detail texture, so my tiling would remaing default. How do they achieve it so that the tiling has to be multiplied for it to fit the model?
https://m.youtube.com/watch?v=aPu7KqCZhnw
http://docs.cryengine.com/display/SDKDOC2/Unified+Detail+Mapping+in+Cryengine
http://docs.cryengine.com/display/SDKDOC2/Detail+Maps