how to do i correctly textures, texels and decals large environment pieces and avoid repetitive look

aphixe
aphixe null
edited Jan 2019 in Unity
So I setup a 1k texture to have the texel for 1 meter, but if i apply a texture it looks repetitive, not sure if it is the texture or what.

 I played with some ideas, like a second uv channel and thought of even vertex colors for blending other textures in but the polygons are quite low.
I am not sure if that is right way. I was thinking perhaps maybe a combo of shaders with two blended texures, or using a decal.

 but not sure how expensive this is, or how even games do their textures while keeping texels in sync. I used blender but to set the texel, but i also have rizom uv which offers same feature. are all objects minus the player in fps going to use the 1k texel. and say weapons or hands 2k.

 I think i am a bit uncertain how to author these materials with textures is all and would like some direction. whether links you can point to or suggestions.




very noticeable repeating texture

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Replies

  • We are evolved to see strong horizontal and vertical lines, so those sort of patterns are the easiest to spot.

    There are tech solutions, like shaders, but there are also design and art solutions.

    Once you add all the stuff that a real tunnel would have, you will probably not notice or care about the tiling.  Think of it from the perspective of the person playing the game.



  • perhaps adding more details with models helps break it up. but question comes down to uv's as setting my texel to 1 meter for a 1k texture. obviously if i have a 7 meter high wall then my uv's look like this.

    where the small grid section is the 1 meter 1k texture.
    if i was to have large rubble with normal maps then at this way uv's are setup i might require like 8 or something 1k textures. I think this question is more related to texels and uv's then anything I figure vertex blending is a thing. 
  • Eric Chadwick
    edited Jan 2019
    No. Eight 1k textures means you have blown your texture budget. Oops. 

    Start with breaking up the meshes with general shapes, windows/doors/columns/pipes/etc. Like RyanB says.

    Then add multi texture blending and similar shader tricks. Add detail meshes. Etc.

    Look at how pro environments are setup.

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