Hey everyone!
So I'm working on a personal project (I'm making the Indominous Rex Paddock from Jurassic World) to run on UE.
But I just can't figure out how I would UV the walls of the paddock, I built it in a modular way like the real walls on the movie.
Is one texture set enough for the walls?
One segment of the wall is about 12m high and 10m wide (30m total)
I tried stacking all matching UV islands together
Here I just threw in a concrete material from Painter and realized the tiling is very noticeable, is it just a case of going in and hand painting the details to try to make the tiling less noticeable? Or am I missing something with trim textures and UVs altogether? Lol
Thanks!
Replies
You can use decals and texture blending to basically eliminate any noticable tiling in this case. eg make 2 or concrete materials and blend them together in the shader via vertex color is a simple enough start.
an added layer you could make a decal trim sheet and stick decals on parts of the wall to break it up even more, add visual interest/story telling. eg a leaky stain strips coming from the horizontal cuts in the wall, maybe some green mossy/algae building up towards the bottom, cracks or other damage patches where some might logically happen.
Thanks again!
http://wiki.polycount.com/wiki/Modular_environments
http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets
Thanks for all the tips guys, I think I finally understand how to do it haha.