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Tiling textures on a road.

polycounter lvl 10
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alexl polycounter lvl 10
Hi everybody, hope I'm not asking a repeated question here but basically I want to create a race track and the main thing I am confused over is how to tile a road texture that follows the roads path, curves and all.

Anyway I found a tutorial which helped me a fair bit but I am just confused as to wether this is correct for video games.

Basically I created the road using the line tool, and then lofted a shape to create the road shape. Checked generate uvw mapping coords.

The resulting uvw map is here: http://alexluong.co.uk/misc/raceuvw.jpg
and the resulting model is here: http://alexluong.co.uk/misc/track.jpg

I am confused over the fact that the UVWs of the track extend far pass the uvw bounding box, the result looks fine in 3d studio max but I was wondering if this is acceptable in video games?

Thanks.

Replies

  • MoP
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    MoP polycounter lvl 18
    Yes, extending UVs past the 0-1 range is acceptable for games.
    The images you show seem like they'd work fine.
    Lofting a spline and generating UVs like that is a good workflow for models like racetracks.

    One thing to be aware of is that some games use compressed formats for models where the "range" of the UV-space is limited (say, to +/-32 units on each axis), in order to save memory.
    If your models don't look correct in the game engine you export to, you might have to make some extra seams and pull the UVs down to fit inside that range.
    However you probably won't have to do that unless the model ends up looking broken in-game.
  • alexl
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    alexl polycounter lvl 10
    Thanks alot for the speedy reply and help MoP, appreciate it.
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