I know this has been covered before, but I'm not finding a lot of definitive and relevant information. This may be because I don't even know what to search for. In the past I've used unique textures for rock props, this looks great but has the downside of loading a lot of textures into memory (obvious). I'm interested in…
Unfortnately those links are all expired and I still do not understand what's a 8 sided texture lol ... perhaps does it means that you have the four border seams equally tileing and also mirroreable? so to be able to rotate and invert the textures eventually? Doesn't seem much worth hough as you still would have to sacrify…
I would try a method within 3dsmax where you could use 3 uv-map modifiers and let them project the texture from each side and then use a fall off to blend those textures nicely into each other, that way you could possibly texture everything with a tileable texture. Here's a simple image of the effect i think of:
Hey all, thanks for the great answers so far. @NAIMA - 8 sided texture I'm taking from this thread: http://www.polycount.com/forum/showthread.php?t=80898 The line that stood out to me was: "The point of mirroring/tiling half of one side all the way around the texture is so you can not only rotate the texture on each quad,…
Whats an 8 sided texture? Anyway some engines do not allow a double layer of normal map and normal map detail so if only one is available that tech is not usefull... I guess best is to design a texture for rock that does not have many shadows painted in it or would look odd when rotating the stone model in other than a non…
best way imo is to use shader tricks. So you create (2) rock base textures and a rock detail texture .. both tiling then you use vertex colors to blend between the different base textures and you use shader stuff like world-z value based effects to add moss, weathering or stuff like that.