Hello.
I’m trying to get into environment art and got a question about modular wall systems.
I saw the breakdowns from Dishonored 2 and wondered how they made all the pieces work together in terms of the texture tilling over the walls.
So the bigger pieces just go from a U0 to U1 in the uv space so I have no problem there. But what’s with the smaller pieces, how do you make them work.
The only thing I could think of is to add an edge in the middle of the piece and put both outer edges to U0. Then it tilles but the uv mirrors in the middle which can look really bad.
So what are some other options?
I’m working with 3ds Max and Unreal 4 btw.
Replies
http://wiki.polycount.com/w/index.php?search=modular&go=Go&title=Special:Search
One easy way, make the texture tile with itself in multiple places. Ben Mathis called this Thirding and made a quick tutorial on it.
http://wiki.polycount.com/w/index.php?search=thirding&go=Go&title=Special:Search
UVs are generated in shader that align to object's world position
http://www.undeaddev.com/now-this-is-what-its-like-when-worlds-align/
Thank you very much. Sadly some of the wiki Links are dead. Looking through the other ones.
Would that World Align Texture method have a bigger impact on performance than a let's say a normal shader (meaning without the World Align notes)?
World-aligned UVs are a bit more expensive, and they suffer from a few visual artifacts.
Ok, good to know. Will see what works best for me.
Thank you
http://polycount.com/discussion/comment/2533186/#Comment_2533186
https://www.youtube.com/watch?v=Gxdjc2a7Toc
http://www.martinpalko.com/triplanar-mapping/
Like tiling details, but this one doesn't care about object scaling, it keep it consistent through the world.
I think there's enough answers here to address OP's goal, however they are all fairly technical, requiring some extra level of shader instruction. I don't know if there is a way of approaching this kind of modularity without the use of shaders. So I'm wondering, is there a way, without using world aligned texturing, tri planar mapping, or UV blending 2 different channels (which is how they actually did it), to achieve this look?
Without shader code, I keep coming back to thinking the kit has to be redesigned, which is also not the goal.
Though I gotta say, for modular meshes you generally want to avoid thirds because they don't easily fit into a grid to add up to 100%. Better to use fourths...