I need to make an enemy that can be any size from an average human to a kilometer-tall colossus, the texturing/shading style can be anything I want. Here are the options I can think of:
- No texture with some cel-shading, not ideal since I would prefer to be able to give it detail
- Seamless tiled texture but have to find some way to cover up the UV seams, not ideal since they don't wear clothes so I'd do something weird like turn the seams into a weird tattoo design (which would be pitch black to hide the seams). Also, due to the fact that I'll be using tessellation to keep the polygon density consistent as it scales up it'd be nice to be able to have a seamless displacement map for additional detail.
Is there an option 3? I'd guess that I could do something with materials to add some interesting procedural detail. Can this be done in a way that avoids the need for UVs? If so that'd be better than option 2 since it would be independent of proportions, so a version of the enemy with really big arms would have the same detail density on his arms as one with small arms.
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