How should i go about creating a texture for object "A" (normals and diffuse) so that after i create object "B" out of it the textures will tile? My UV's are anything but a square , how should i fix the seams? I thought about hiding the seams with elements such as stones but i would like to avoid this method if possible. I could unwrap the whole object you might say but i would like to keep some more details in the textures.
Thanks!!!
PS: I don't want to MIRROR object "A" but copy it and weld it afterwords to the rest.
Replies
What is this object being used for in the scene? What engine? If it's just a background object, fuck it man, just keep things simple and unwrap it all. If it's just going to be rendered in Maya or something this would be super easy.
For something like this you should have straight seams anyways, and you should unwrap it so that you can easily paint it to tile. a square is going to make the most efficient use anyways.
For complex seams, I use this:
http://www.gamasutra.com/view/feature/1800/completely_eliminate_texture_seams_.php?print=1
But most seams can be avoided in the modeling or unwrapping phase by laying out better UVs or hiding them appropriately.
As for the model it is a water well, i will be using it in UDK, not for a game but just for an environment.