Could someone please link me to some sort of guide on how to uv map a piece of static architecture? And can someone explain all the ways it can be done that are compatible with game engines?
Just skimmed through, some good stuff but not exactly what i was looking for. I also checked the wiki.
On that first post you mentioned, im wondering how you do exactly that. Break up the UV's and keep them tiling etc. Like how to people get multiple walls tired on 1/4 of the map, and have different textures on the other 3/4
Cut the model up wherever you need to, then move the UVs onto the appropriate areas of texture.
Check out this crazy texture atlas script for Max, it seems like it would do most of the work for you in that regard.
Another way to do it is in reverse: Make the texture first on a simple plane then cut out the geometry you need and model from those pieces.
EDIT:
You also need to paint each tileable section so that it can tile with whatever it needs to tile with in Photoshop, the offset filter is good for that kind of thing.
Replies
On that first post you mentioned, im wondering how you do exactly that. Break up the UV's and keep them tiling etc. Like how to people get multiple walls tired on 1/4 of the map, and have different textures on the other 3/4
Check out this crazy texture atlas script for Max, it seems like it would do most of the work for you in that regard.
Another way to do it is in reverse: Make the texture first on a simple plane then cut out the geometry you need and model from those pieces.
EDIT:
You also need to paint each tileable section so that it can tile with whatever it needs to tile with in Photoshop, the offset filter is good for that kind of thing.