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!
Replies
Edit: But you will be probably better of if you rebuild it in Hammer directly out of levelgeometry.
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.
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
Alex