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strategy for texture elements in sci-fi set and decrease tiling effect

aqe
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aqe polycounter lvl 4
Hi.

I am new in this forum. i took a lot of time following it but now i've taken start to participate in this.

I firt apologize for my poor english,,,

i am working in a mini sci-fi set. I am working in 3DS Max, and i would like to know your opinion on this process that i will use to texture most metal plates in the set.

I have almost all modeled and a few things textured.



capsules.jpg




metroSet2.jpg


I am texturing the wall plates, and i thought that to reduce size of textures, i want tile many elements as possible.

This is my wall plates basic unwrap for all the wall elements.

unwrap_2.jpg

unwrap_1.jpg

As you can see in the checker each element (A, B, C etc..) has the same uvs and has only own uvs in each side polys, and a middle uvs than are repeated (tiled) along same model.

unwrap_3.jpg


My opinion is "cover" the tiling effect along each piece using 3ds Max Noise Map in a second uv channel. (with uvs exclusive for each poly in this second uv channel)

I know this is possible but i wonder if any of you have used a method similar to reduce tiling effect in textures, and if you think this is a valid process.

Thank you very much.

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