Here's the carpet look I wanted to achieve:
I was just wondering on an overview of how to texture the entire parts of the carpet using substance designer using a tiled texture, my initial thought was to make a plane mesh in maya and texture on top with my primary method of texturing using photoshop to create a similar texture on the white parts of the carpet as stencil texturing in sub painter but I wanted to know how to tile this? (seems much more convenient IMO) Here are some images for more info on the method I was aiming for using designer.
I was wondering also how to make the carpet (when it reaches the top and bottom left right edges) to change ways in UV tiling, seems possible using designer but I just can't find any methods and tutorials on changing a UV tile it's direction. I might be missing out so much here but If there is also any other ways to create a similar method please do share your ways
Thanks in advance.
Replies
You have 2 materials there:
1 - the middle is tiling in XY with a detail texture of carpet.
2 - then the other one is mesh based uvs, the ribbons outside have a trim tiling texture horizontally that gives you the look, that also has a detail texture that gives you the sharpen look.
3 - We had a shader of fabric at RAD that would emulate this look, the macro nmap had some bumping in direction and that would give u the variation.
4 - Some of the waviness was just getting the mesh to be a bit distorted so it would warp the carpet for a more natural look.
can you explain more about number 2 ?
if you using trim how you manage the corners?
the texture got distortion, what the way to manage for a good carpet UV corners?
something like this:
so that mean you can't tile it, you only try to match it until the seam not noticeable is it correct?
as you mention this is what I came up.
Another example of this method can be found here.
http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1
And even more examples are here.
http://wiki.polycount.com/wiki/Modular_environments
@Mirge
I do trim tileable for each 5 square and then I do the corner.
here in maya.
and now you can use it as modular as long as you want.
@bugo
if you got time to explain ur way
@ZacD
if u got other tricks share it if u free
Thanks guys for taking your time to answer
many thanks for the help guys, appreciate it.