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Maya: terrain texturing question

kangataz
polycounter lvl 17
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kangataz polycounter lvl 17
Hi I am recently converted from regular hi-rez modeling to video game. I am used to using maya's procedurals in creating seamles tiled terrains by overlaying and then offsetting the repeat UV for the different textures so they wont tile. Now I am clueless when it comes to videogame tiling and overlays. I know commonly in maya for video games people use the unitize UV to tile textures on every poly face, but my question is how do you go about breaking the pattern of the terrain, or even doing a larga area of stain. It was mentioned that you can possibly duplicate a face, move it a little bit and remap the uv for those faces only so we can do decals, but is that the only way to do it(besides vertex lighting of course)? I really like overlaying transparency on top of each other, that method of stacking geometry can only go so far...

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  • MoP
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    MoP polycounter lvl 18
    Depends which engine you're using. Some support blending of different tiling textures with vertex alpha (or sometimes black + white mask images), but in Maya you can also use a Layered Shader to apply different textures linked to different UV sets of the same mesh, so you don't have to duplicate the geometry, just give it a new UV set.
    Probably something to look into...
  • kangataz
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    kangataz polycounter lvl 17
    yes! I finally figured out UV sets, that is the most awesome thing for videogames texturing. It really downsizes texturefile space. Anyway here is my curent project, please feel free to critique

    renderrough

    wireframe
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