I recently received an art test, and have a question about some of their instructions. They want me to texture "
using two 1024X1024 tiling textures (one color map and one normal map)". My question is, do they want me to create a tiling texture, and just slap it on the model with no unwrapping? It's a tree trunk, and the texture has to be hand painted. But if it is a tiling diffuse and normal, then I can't make a high poly and bake down some normals for detail that way. So are they seeing if I can make a tree trunk texture that can be used on other tree models as well? And do engines even support a model not being unwrapped at all, and having a tiling texture on them? Help please.
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Here's a really old example of how to tile the UVs, using spline mapping (now integrated into Max 2009). Really helps to twist the UVs around the trunk, helps hide repetition, also gives it a more organic look.
http://www.ericchadwick.com/examples/images/texturelayers_tree.gif
Edit... another example or rotating (well, skewing) the UVs, for a palm tree
http://www.ericchadwick.com/examples/images/turbounwrap_skew.jpg
Why paint the bark diagonally? Horizontally or vertically would be easier to tile, and would also be easier to unwrap for (each unwrapped chunk would be either horizontal or vertical).