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Making rock - Without bad UV warping

polycounter lvl 18
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odium polycounter lvl 18
Hey guys.

I'm in the middle of making some map models for my level, and rock has come into play. I have quite a lrage section that will be rock, however when i do the model I get quite a bit of stretching on the texture due to odd UV points.

Does anybody have any tips for making better rock models that don't map quite so horrid? frown.gif

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  • Michael Knubben
  • LiveWire
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    LiveWire polycounter lvl 18
    three ways to avoid seems but might still get stretching depending on your unwrap:

    1: if you have a texture that tiles in four directios you can map a cube then subdivide it and model from there.

    2: planar map your mesh from one angle the fix up any stretching around the edges. the texture will be mirrored on each side but you shouldn't notice

    3: use a precedual texture and bake it to the unwrap.
  • Rhinokey
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    Rhinokey polycounter lvl 18
    i've made a million rocks for games over the years, usualy i jsut make a good tiling rock texture, and sometimes i can just box map the rock and it will be fine, may need to move and rotate soem of the chunks to get rid of obvious seams, now days i would jsut break it into a few chunks and relax the uvs, i would never bother with trying to lay out uv's on a texture sheet unless the rock was verry specialized, if your engine suports texture blending you can blend a mossty texture onto the object in certain places,
  • LiveWire
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    LiveWire polycounter lvl 18
    for most organic or natural things texture stretching can help it look more natural and more random. depends on the detail of the texture though, when i say stretching though i don't mean great big smears across faces
  • odium
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    odium polycounter lvl 18
    ITs for a per pixel based engine so obviously local maps and specular. The local stage is what sticks out the most however when its warped.
  • jRocket
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    jRocket polycounter lvl 18
    Unfortunately there is no way to uv a spherical object without seam or stretching. Consider hiding the seams or stretches in a place where the viewer will not see them.. like under the rock. If you have a 3d paint program you can attempt to go back and fix these problem areas in 3d.
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