@Cheese on toast - Textue blendig is awesome , but I am using at the moment the more promitive Creation engine of skyrim . @Eric Chadwick - You mean that for example : I make a one big blocky tiled sculpture for a nice segmented stones wall like for example Then After having scupted and got the maps and all I apply on flat…
If the engine you're using supports any kind of texture blending, you can make a handful of tiling textures stretch a long way. The memory you save doing this can be put into making more unique "hero" props and set dressings. example : [ame=" https://www.youtube.com/watch?v=Xnc1SKGbvmM"]Advanced Vertex Blending Material --…
Use a modular workflow. http://wiki.polycount.net/CategoryEnvironmentModularity You certainly can use the same texture with different models, with each model having different extrusions. Make the extrusions match details in the tiled map, and don't stretch the pixels. Here's an example. All these models are different, but…
Yes, that's what I meant. Also instead of extruding, you can add detail meshes on top of the tiling mesh, to break it up visually. For example, in this tutorial look at the "09" image. http://www.philipk.net/tutorials/modular_sets/modular_sets.html For something with more unique pieces... you can usually break down a…
Hello I have a question ... When creating a small environment , let's say a Dungeon set , with a big room , entrance and some tunnels ... How do you organize textures to not make too many of them and still not have supersized ones? For example IF I use tiled stone textures , and apply on several different surfaces, I end…