Hey guys,
I'm modeling a building, and the time has come to deal with the roof tiles. The building is a classic example of Asian architecture, and as such I'm wondering the best way to tackle the distinctive roofing tiles.
![kmdroof.jpg](http://img691.imageshack.us/img691/685/kmdroof.jpg)
The asset is intended to be a player-accessible environment piece within Unreal, and because of this I'm hesitant to simply apply a tile texture to the roof areas, given the player's proximity to the surface. However, due to the instantly recognizable shape of such tiles, modeling them out even instanced at the lowest possible resolution is creating a real challenge for my machine to handle. Plus, I don't want to create additional headaches when it comes to bake the normal / AO maps.
Any suggestions as to ways I could recreate this kind of roofing?
Replies
Make that a modular size, in sections - you can make corner bits (interior and exterior angles) and maybe a variant section which is damaged or different. Then you can just snap them together in the editor.
Bake some nice highpoly roof tiles down to that and it'll look fine.
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