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Blending maps for building textures.

Hi, So I'm trying to recreate a building for an art test and the brief states;
The textures should be tileable for re using purposes and can be broken up with overlayed dirt or graffiti maps. For the purpose of this task, the overlayed maps can either be a second layer of UV's or a simple alpha texture
I've had a go using alpha decals, which didn't turn out too great - and researched a bit on blend/composite maps and vertex blending.

Just wondering what you guys would recommend in how to create same detailed, relief effect the reference image has using tileable textures?

Thanks

Ref image: http://i25.tinypic.com/2hy9rav.jpg

Replies

  • bugo
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    bugo polycounter lvl 17
    I would go with 2 tiled textures blended with alpha in a 2nd uv set
  • warby
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    warby polycounter lvl 18
    i would turn that ref picture you have their into one big texture just the way it is with a little cropping and horizontal tileability. alpha decals just add extra batched and over draw completely unnecessary and the vertex alpha blend between 2 textures ... well their engine can probably do that but can your max / maya ?

    i know its not a good practice to bend the rules of an art test but i never TECH DOWN because the people giving me the artist think they know better than me but obviously don't.
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