Hey peepz! Im working on a modular environment set and need help. I have my sculpted high poly walkway and have the low poly version. Now I realize that having individual stones would be unnecessary polygons as they can easily be baked to a flat plane and only have the parts on the side be actual stones with the part in…
You might be right, a tillable texture with the separate model for the edges, it beats stitching all the verts together. Props to Blizzard for how ever the hell they pulled it off!
If that is the type of effect you are after, you may be better off just making two pieces. One that is a flat, baked texture, for the majority of the floor. Then pieces with actual geometry that would tile on the ends to give the effect shown in your image. This method, however, would mean you would need it to tile on all…
Hey! They only have to tile vertically, but tiling isnt the problem. I can render it to a texture yes, but that means that it would be a flat quad and I would like to have some geometry along the left n right sides to improve the silhouette. So it would be like merging a flat quad in the center (where one would put the…
That already wouldn't tile correctly within the quad on the right side. The way I did this sort of thing in Max is to make a single quad, arrange the high poly bricks within the space of the quad then duplicate that bright work to the right, left top and bottom sides and make sure the brickwork still fits together. Then I…