Hey polycounters, I am in a situation where I need a modular building for my showreel right now and many more later this year for the final year film. It is one of my weakest spots in GA it seems. I tried to do it last year around the same time and it didn't go very well, this time I think I need help from those who know…
Just wanted to say thank you for your replys guys, it really helped me to get my head straight. I will post a link here at some point soon when I will make a thread dedicated to this building. In order to get feedback. :)
I've recently made some pretty extensive research into modular environment texturing for a game project. What I came up with was having elements that tile horizontal on one texture board, elements that tile vertical on another and keep any materials that tiles across large surfaces like bricks plaster and stuff like that…
Yeah, the trick is to make unique/non-tiled textures is to combine them in the material. It doesn't have to be extreme, for example a brick wall (1x1) with another grime texture masked over it (1.43x1.43) can break up the uniformity of the tiling. Other effects such as using masking to do color/brightness variations helps…
Check out this thread, look at Stefan's texture layout (about the 8th post down): http://forums.cgsociety.org/showthread.php?f=39&t=444791&page=7&pp=15 Check out the polycount wiki as well: http://wiki.polycount.com/CategoryEnvironment