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Looooong carpet, how should I make it ?

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GlowingPotato polycounter lvl 10
Hi!
I'm currently working on a scene, a corridor and I want to have a carpet at the center of it, running from the entire length of the corridor, I'll put some references below. I also want this carpet to have small folds and wrinkles and maybe some torn fabric parts at the edges. 

My references are
 I thought about modeling the entire rug, and separating it into segments. But it seems inefficient to me...
I also need to make them modular, meaning they allow me to cover other hallways of different sizes and layouts.

Would you have any suggestions on how I can approach this task?

Replies

  • Neox
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    Neox godlike master sticky
    how about you play wit vertex colors for ripping edges, add stains, dirt and such?

    similar to how you would do things on walls?

    CDN media


  • poopipe
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    poopipe grand marshal polycounter
    I agree with Neox
    and
    i don't think you'll get any performance benefit from modularising it over just modelling it in place and splitting it up every 10-20m to aid with culling unless you're planning to put thousands of carpets in your level (there'll come a point where you save some static memory on meshes ). 

    I suggest you do whatever makes things easiest for you from a workflow perspective




  • Alex_J
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    Alex_J grand marshal polycounter
    i feel like i just read something here about using a second uv channel for mask. like edge mask, wear mask, etc. 

    I have no idea if that is major difference in terms of workflow or optimization, just mentioning because it wasn't already.
  • poopipe
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    poopipe grand marshal polycounter
    the downside to using textures for masks is that you have to do a bunch of UV manipulation and mask blending if you want to avoid repetition.  
    in this instance I'd be inclined to go with vertex color as a base since it allows the artist direct control over where the wrinkles etc.  happen. 

    I'd use a shader solution  if I couldn't be arsed vertex painting a lot of stuff though

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