Hey guys, I'm working on some rocks, and I'm pretty stuck as to how to approach this.
These rocks are kind of like layerd, clamshelly, striated looking things, and they'll be pretty big.
forgive my shitty drawing, hopefully you understand what I'm talking about.
Anyway, I'm not sure how to go about unwrapping/texturing something like this. I'm going to be making a bunch of variations of this type of rock, so they all need to be able to use the same texture/material. This would be easy if each rock had it's own texture space, but I need something that will tile.
My gut reaction was to make 2 tiling textures (or 1 combo one) that has the top/bottom (flat part) mapped to one texture, and the striated side bits mapped to another.
I think this would work alright overall, but the question then becomes how to balance those two textures so I don't get ugly seams all over the place.
Here's some basic texture ref for the type of stone I want on the flat part, and the side:
Any ideas or help would be great.
Thanks guys
Replies
so I'm thinking limestone would be the best route to go for ref searches. I did a flickr search for limestone strata and got some pretty cool results.
http://www.flickr.com/search/?q=limestone+strata
I liked this one.
and this one I found on summit post.
and just one more cause i love rocks..
http://www.flickr.com/photos/dailypic/87822977/sizes/l/
So far they're turning out ok. . . not thrilled with them though.
Sorry, can't show anything :P
Floating double-strip over the blend-area would allow for tighter mesh and better control but I'm too lazy to whip up an example,I'm sure you get it anyway.
I don't think max can display vertex alpha natively though,so if you are using that,prepare for quite a bit of exporting and fine-tuning it in-engine:P