i am working on a library scene and there are so many books . Is there any way to avoid repetition and get nice looking variation of books ? i will work in UE 4 .
You could create a texture atlas of book spines and layout all the book spine UVs to suit, thus creating a great number of variations.
Also, from a modeling/layout aspect, array the books with a lot of variation: different width and height/further in or out from shelf edge/missing books/slanted books/books laying flat in empty spaces of the shelf/etc.
You could create a texture atlas of book spines and layout all the book spine UVs to suit, thus creating a great number of variations.
Also, from a modeling/layout aspect, array the books with a lot of variation: different width and height/further in or out from shelf edge/missing books/slanted books/books laying flat in empty spaces of the shelf/etc.
i can categorise books like " a single book , a spine of books and a open book " and all three of this will have three atlas's like single book atlas , spine atlas , open book atlas and with this i can get more variation . what do you think? and how can i do this in highpoly lowpoly way because i want to detail in zbrush and bake out maps ?
In general, when dealing with a ton of repetition like this, sometimes the best approach is to pull out a lot of the details that will catch the eye. In addition to whatever other ways you add variation, it would be best to avoid contrasty, noisy spots that noticeably repeat.
Rogelio Olguin advised me to create a material that changes colour when object is moved basically like this video - https://www.youtube.com/watch?v=cp6JQVHWeEw&list=WL&index=12 i think this is better and i can get even more variation and on top of this i can use a dirt tillable texture as world aligned texture to give better look . This is getting more interesting
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Also, from a modeling/layout aspect, array the books with a lot of variation: different width and height/further in or out from shelf edge/missing books/slanted books/books laying flat in empty spaces of the shelf/etc.
and how can i do this in highpoly lowpoly way because i want to detail in zbrush and bake out maps ?
basically like this video -
https://www.youtube.com/watch?v=cp6JQVHWeEw&list=WL&index=12
i think this is better and i can get even more variation and on top of this i can use a dirt tillable texture as world aligned texture to give better look .
This is getting more interesting