If you dont want the texture to be stretched you need to Unwrap it with an application that supports the creation of SubD-UVs. UVlayout for example does it.
I have a rather general question, but hopefully some of you guys can help me out. It basically has to do with how you break down large objects for texturing in an efficient manner so that they can be used as a game environment. Let's say I have a very large cave that I want to look seamless for a game environment. How…
You should also be able to use triplanar/cube mapping to project the textures. However if you do this you can't really paint on any details such as damage on them. Personally I'd unwrap most of the mesh and use that to paint some masks which you'd then project on the mesh with tri-planar projected textures which would…
It's very likely it will affect the render. In UV editor what you actually see is the texture, not the final result, so their is no chance to check this from there.
I have never seen anyone using the subdiv mesh as an in game mesh. Adding on details in substance painter works fine if you’re still using older hardware. But where do you get the detail textures from? If I wanted to make my own bolts and panels for a painter decal set I’d probably model them using subdivs and bake the…
He's talking about the circular button to the right of the capsules. Honestly when you have a pattern like that I find it easier to paint it into the normal map rather than modeling it - you don't really get anything by modeling it and you can adjust the pattern to make sure it matches your texture resolution if you're…
use a texture pattern with displacement map? or work this in plane like a brick wall and shrink wrap along a cilynder? i try to imagine how to work it...