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Texture Tiling, Instead Of A UVW Unwrap?

I am making a Colosseum model: http://img.photobucket.com/albums/v252/Kev_Boy/Colossevm/Colossevm_Model_72cent_Full_Manual.jpg

The piece I'm dealing with is only one section copy/pasted around to form a fully-closed round shape.

My question here is, regardless of that, it's still a big chunk of geometry! A UVW Unwrap would either make for a huge file-size or a lowly look. I know you can set parameters for tiling in Max's material editor but that only works inside of Max I would presume? I need to get this in Half-Life 2 Deathmatch.

I would like to texture this much like Hammer does, with tiling textures on a per-face (In this case poly) basis. Can I do this somehow?

My main worries are whether it'll work in-game and whether I can select one single polygon and drag a texture on it and also be able to adjust that texture in terms of scale and location on that per-face basis.

Thanks In Advance! smile.gif

Replies

  • JKMakowka
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    JKMakowka polycounter lvl 18
    If geometry is outside of the basic 1x1 box of the UVW space it will tile in most engines AFAIK.

    Edit: But you will be probably better of if you rebuild it in Hammer directly out of levelgeometry.
  • Kev_Boy
    That's what I did first, but I ran into brush count limits.
  • JKMakowka
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    JKMakowka polycounter lvl 18
    Well you know... those brush count limits are probably there for a reason tongue.gif

    Aynways, the best way to go about it would be probably to build a low detail version of it out of level geometry and than add the seats etc as reapeating map models, thus you can also avoid the headache that tileing large chunks of geometry is, and it should render faster too.
  • Sage
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    Sage polycounter lvl 19
    How many triangles does it have? If you want to tile things on that like it was bsp geometry just add loops where you want your tiles will be, as in where two tiling textures meet. I would simplify this, since I think it might look good enough with only 10 sides and see if you could build it with large arcs. Here is an example of what I mean. I did not bother to model the interior. I made a cylinder made it 10 sided, might work with something as low as 8. Deleted everything except the one wall. Broke it into sections made my first arc chunks, the large ones then cloned them and made them fit the pattern. The interior would be made in a similar fashion. The final piece would look like a pie. You clone it the number of sides you made your cylinder. An easy way to get the angle right is to divide your chunks in half. You'll want to have your holes tile correctly. then your mirror and when you duplicate everything you are all set. You just weld and it fit perfectly. Before you mirror I would uv and texture the chunks and bevels and whatever other details you want. If you do it this way you can make a few version of the texture and swap it out of the chuncks. Hope that gives you ideas.

    Also read this, it talks about modular design and should give you ideas on how to design your model.

    http://udn.epicgames.com/Two/WorkflowAndModularity.html

    Example

    coil_01.jpg

    Alex
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