There are basically two ways to tile textures: 1. Use one unique tiling texture for each material. You can use less geometry, but it costs on draw calls. Texture reuse is easier as well. 2. You use one quad(minimum) per tile, you map your(3 in this case) quads to unique sections of your uv map(make sure there is lots of…
Hmm I didn't really think of that, making a quad for each tile on the surface. That's an interesting idea. So in your opinion, modeling game architecture based on the Cryengine 3, which would be the lesser of 2 evils? The way I've been doing it with multi-materials and UVW Mapping tiling, or the quad-tiles? From what I…
Greetings, For the last 3-4 days, this issue alone has kept me up for several hours at night trying to wrap (no pun intended) my brain around this concept and how to go about doing it. So as with any visual problem, pictures go a long way in describing my issue. First off, let's setup a simple scene. Here we have a 6 sided…