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Make shabby walls out of two objects with separate tiled texture

polycounter lvl 13
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Tosyk polycounter lvl 13
Hi, everybody
Could you please take a look at the pictures and tell me if anybody is aware of a valid workflow of making this kind of walls out of two (or 3) pieces where each peace is a separate tile texture (painted wall, bricks and concrete).
Did anybody deal with anything similar?
I wanna use this design pipline to have posibility to create what ever I want in 3d with low res tiled textures in general instead of heaving 2 polygons and textures in high resolution.

p.s.: i need it for a realtime engine that does not support shaders or normal/specular maps.

Thanks.

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  • passerby
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    passerby polycounter lvl 12
    for things like this, a vertex paint shader seems like the best bet
  • Tosyk
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    Tosyk polycounter lvl 13
    passerby wrote: »
    for things like this, a vertex paint shader seems like the best bet
    thanks for your answer, but as i said I need this for an ancient engine without a lot of usefull shader.
    any thoughts on that?
  • ysalex
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    ysalex interpolator
    Can you use alpha? It seems barbaric now but you could put one plane in front of the other with an alpha mask in 2nd uv set
  • AtticusMars
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    AtticusMars greentooth
    Do the textures need to tile both horizontally and vertically?

    If you can settle with just horizontal tiling you could get some nice blending but it will look a little linear.

    Also you could dedicate one texture to nontiling blend elements
  • passerby
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    passerby polycounter lvl 12
    if you cant use vertex colour to mask than i would use decals.
  • Tosyk
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    Tosyk polycounter lvl 13
    thanks for you answers,
    since there will be a lot of this kind of walls, so using planes with alpha channel it's tough for engine, imo. And I really want to use tiled textures in both directions.
    Only thing I do have it's ingame lightmaps, which is looks more like bunch of dark spots all over the corners.

    p.s.: it's for LS3D engine, btw.
  • Eric Chadwick
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    Well then I'd look carefully at what has been done before with it, and steal (ahem borrow) ideas from that.

    If you Google LS3D engine, it leads to Hidden & Dangerous 2, so here's a destroyed city in that game.

    164182-hidden-dangerous-2-windows-screenshot-looking-over-a-bombed.jpg

    Looks like just damage painted into the textures, and reused a ton.

    Lots of big blurry pixels, a real shortcoming of this old approach. But you have limited memory (as always) and you have to downscale your textures to fit, or else you have to be super-creative with your texture reuse and accept some harsh seams at edges.
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