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Tilable texture question...

I have a building that I have textured with a Multi Sub and want to start refining everything with details. I want to vertex paint some grime and what not onto the building. Is there a way to paint a texture directly onto a building that has other materials on it already?

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  • Ark
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    Ark polycounter lvl 11
    Yes vertex colour will let you blend multiple textures together. You could also use multiple uv sets aswell if needed aslong as engine supports it.

    http://www.chrisalbeluhn.com/UDK_Advanced_Vertex_Painting.html
  • Titus S
    The project isn't going to be put into a game engine :/ (it's a school project). I would love to be able to use UDK to do all my stuff, but I don't think I have the time to learn UDK and do all my work by Tuesday :P

    I've been looking through countless tutorials on 3dtotal looking at the way they do their tile texturing... I understand that they're using a lot of composite modes with a crap ton of layers... Isn't all that stuff taxing on the engine (I still want to build my scene to game spec)?

    Also... They would have a tilleable texture on a building (say 5x5 256 tiled on a wall) and then they would have their alpha that covers the whole wall (not 5x5)... Are they using 2 uv channels? All this crap is really confusing and I think I'm biting off too much than I can chew with my current skill level. But I don't want to just be satisfied with OK work.
  • Ark
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    Ark polycounter lvl 11
    Most pre-rendered images like in film/cinematics use mostly unique uvs to get rid of repetition as it isn't as much an issue when it comes to memory limits.

    Also composite/mix maps dont really transfer over into game art that well.

    You can either blend by using vertex colours or by using an alpha map.
  • Titus S
    Ark wrote: »
    Most pre-rendered images like in film/cinematics use mostly unique uvs to get rid of repetition as it isn't as much an issue when it comes to memory limits.

    Also composite/mix maps dont really transfer over into game art that well.

    You can either blend by using vertex colours or by using an alpha map.

    And that alpha map is only for a tiled texture correct? So the repetition for the alpha will still be able to show.

    Am I left with using cards and what not for grime and cracks? And if so, would I make a sheet of textures on a 1024 map or w/e with all the assortment of cracks and then use the Face option for uvw map?

    Also, if I was to vertex paint I would have sub divide my model right?

    Sorry for all the questions... I've been searching for a long time for all these questions and none of my friends are online xD
  • Ark
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    Ark polycounter lvl 11
    Well you could use your first UV channel for a tiled texture, then add a second UV channel for an alpha map to blend between say 2 textures using your first UV channel.

    Using cards is ok, as your not putting this in a engine then just use whats best to get the effect across.

    With vertex paint you only need to subdivide your model where the transitions take place to get a nice blend between the textures.
  • Titus S
    Ark wrote: »
    Well you could use your first UV channel for a tiled texture, then add a second UV channel for an alpha map to blend between say 2 textures using your first UV channel.

    Using cards is ok, as your not putting this in a engine then just use whats best to get the effect across.

    With vertex paint you only need to subdivide your model where the transitions take place to get a nice blend between the textures.

    Thanks for the tremendous help :)

    Quick question... When using the second uv channel for the alphas, I would have to pack the uvs to 1' and 0's right? But then... What size map should I be using for a castle (100~ feet tall)?
  • Ark
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    Ark polycounter lvl 11
    Yes generally you want to keep your UV's inside 0,1 UV space unless there overlaps that you want to move for baking purposes.

    About the texture size all depends on what texel density your adhering too.
    As a test you could apply the texture to a box in your 3d app and set up your camera then adjust the tiling to get an idea of what works. You can then apply this to get idea of the map size.
    Just try to keep to a set texel density.
  • Titus S
    Ark wrote: »
    Yes generally you want to keep your UV's inside 0,1 UV space unless there overlaps that you want to move for baking purposes.

    About the texture size all depends on what texel density your adhering too.
    As a test you could apply the texture to a box in your 3d app and set up your camera then adjust the tiling to get an idea of what works. You can then apply this to get idea of the map size.
    Just try to keep to a set texel density.

    Alright thanks a lot for the help, I'll be busting my ass on this :P
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