So, basically, I'v got this huge water tank that I need to texture. As can be seen by the UT character, this water tank is huge. How should I go about texturing it? Because players will be able to get really close to it, I need it to have a ton of detail. If the tank wasn't exploded open, I'd just use a tileable texture. But because I want the whole to be it's own unique piece, maybe use a combination of tileable, and a relatively big texture for the hole? I'm a little lost here. :poly124:
Replies
On first glance, I would use a 1024 without tiling to create a starting layer of simple, general diffuse colors.
Create a second UV channel that uses some careful tiling and / or mirroring to overlay grime, stains and discoloration on top of the basic coloration. Layer that onto the diffuse in the shader.
If you're using the UDK, you might also be able to get decent results from MeshPaint and tileable textures via that tool.
If you really want / need to have unique, fine details throughout an object that size that will be viewed closely inside and out, you're going to end up using either a lot of texture blending and tiling, or a lot of raw texture space.
As long as there's enough triangulation around the torn edges and you create your 'torn metal' tileable texture(s) correctly to paint on those edges, it will look great. It should also be very performant.
eg. you can tell these are big because of the walkway up. and the railing.
Id also look at the caps of the tank more carefully. I've never seen them with those lips you've added. it makes it look a lot like a tin can.
Heres an example of what I mean, lets use rails and ladders. you know what scale they are unconsciously, they are made to fit to humans so their scale is pretty descriptive when put against something ambiguous.
Without Rails
With Rails
With Rails
Hope thats helpfull.