Hi all,
I've been experimenting with some technqiues for making titale textures. I have made some square tilable textures using boxes and offseting them 256. This works well. To see/test if the tilling works.
Now I have bricks that have been placed on the grid (16) and vertex snapped to getther. Only these bricks are 45 degrees. So basicly you're know longer on the grid any more.
I have noticed that 256 doesn't work any more, but offseting it 272 px does. Is this logical? Can the render to Texture plane be different size and is this based on the offset you are using?
I would like to know if this is correct?
I have checked it in PS Offseting it 512x128 and looks perfect(only height)
RTT in 3DS max is 512 x 256
http://imageshack.us/photo/my-images/4/texturetiling.jpg
Can I also flip the texture/normals If I wanted to make a right side. To save Texture space?
Thanks,
Decorix
Replies
A quick question too - what are you specifically offsetting? Is it the chunk of bricks?
You mean the border like you have on one side? I would suggest duplicating the 3D models. Translating normals means moving the green/red channels to be light differently, essentially incorrect to the rest of the texture. Normals are rendered based on world light interaction, adjusting these in photoshop leads to error.