Hi Folks.
I have a Rectangular window model that I would like to apply a specific part of my tile-able trim texture to. Is it possible? Please see attached pic.
I know this works for rounded arches. You can just straighten out the UV's of the arch and place them over the horizontal tiling part of the texture.
http://imageshack.us/photo/my-images/11/trimquestion.jpg/
Any help appreciated!
Thanks.
Replies
http://www.artgalleryframes.com/images/FDN665-MPG.jpg
The only thing that wouldn't show up from making the seam where it would naturally occur is the slight darkness at the seam where the two parts meet from the wood stain buildup.
These are done at 45 degree angles and look fairly correct to anyone looking on. If you want it perpendicular like you have, I would say it looks fine as well, but if it is truly bothersome, and you want some form of dark line occurring, you have a few options.
- Make a unique frame texture at low res and mix a tiling wood detail with it.
- Keep the tiling trim and vertex paint that area darker (you may need to add an extra loop in the geometry to control how much fade there is, this creates a bit more polygons)
- Keep the tiling texture and combine that with a unique AO of the mesh (kind of like a second channel for lightmaps, but this will reference a texture) and combine them, multiplying the AO by the modular texture.
Those are the main three I can think of. It one sounds a bit unusual or vague, I'll be happy to expand upon it (with pictures!)
I want it to be a solid piece of stone from the texture in the pic.
I spammed some extra edgeloops in there and relaxed them a bit to help minimize distortion but you're going to get distortion, the tighter the angle the more distortion.
If you're looking for something different an illustration of the end result would be nice.
That's exactly it.
I just needed to add more edgeloops. Duh aha.
Thanks
why no this ? It's the simplest solution. Adding loops adds polygons
If you really dont want a seam, you could make a unique texture for the whole window or just for the angle and try to make it match the other parts border.
Imo it really depends on how close you are/texture limitations but stretching the texture in the angle is the worst solution. Most games use the first solution, or a whole map for a window.
Uploaded with ImageShack.us
Just map it flat and stack your uvs making sure that the correct edges are on top of each other, you get some mirroring effects but this could be made fairly unoticable if you make the texture a bit blander at the corners.
Thanks much.
I'll try them out.