Ok so I'm still learning, facing a situation I can't wrap my head around.
sidenote: I'm showing one of sinistergfx textures from WAR (I hope he doesn't mind) as an example of what I'm GOING to create (not going to use his texture in the final) and what I want applied to this particular surface.
My problem is how do I get a texture that tiles like this to look properly on the following curved roof.
On to This:
I'm not entirely sure how I should unwrap (or map) this roof piece, whether I do a planar route or line up the uvs in a row.
I also haven't decided whether I want to use a tileable or a unique unwrap. I'd like to tile a texture ala Will's so that I can use a shingle texture on multiple roofs etc. But I don't know how to get the tileable texture to line up properly on a circular roof surface like this.
I hope this is clear enough? Sorry if this seems uber noob. Like I said, I haven't come across this situation before so I'm learning new things here.
Replies
stack the rest on top of each other
that way you avoid big distortion, uniques in texture creation (would force you to paint) and finally space
there are various techniques for making tileable textures though what matters here that the vertical border edges do loop/tile.
some google results for making tileable textures:
http://www.game-artist.net/forums/spotlight-articles/892-tutorial-create-tileable-texutres.html
http://www.neilblevins.com/cg_education/offset_filter/offset_filter.htm
the way I would do it however would be by masking a few single shingle objects from your texture and place them half half on booth sides left and right - so that it loops and ends with that particular shingle.