Texturing for large scale objects.

Discussion started by lucasbenicio

How can I upload models with large proportions effectively? My current approach involves layering seamless textures of varying scales and blending modes, creating intricate details up close while avoiding repetition from a distance. However, this technique requires complex material setups that vary across software platforms, making it difficult to sell for general use. Creating a single high-resolution texture for large areas would be inefficient and lack the level of detail I want. How can I approach this problem?

Answers

Posted over 1 year ago
-3

infomation i can give other will have there own info . In the unreal games engine to paint environment you would use vertext painting .. vertex painting is not a complicated set up .. u can learn it within couple hour .. howver unreal engine does require decent spec pc

vertex pairing u cna paint grass mud rocks ect ... within 3 channles ... you have the rgb ref green blue channel ( similar photshop) ,,, you pain in those channels ( exmaple red channel one you can have grass . blue channel mud) thisb reak up tiling .........

another method was in video one enironemnt artist from naughtty dog ( said if there seam or area that texture was broken cover it with foliage an air vent ........ reason ther foliage there ,,,,.. to make it complete in every 3d application .... ( there each have there own rules .

Posted over 1 year ago
-3

ai to help correct my english rewrote
In the Unreal Games Engine, you can use vertex painting to create environments. It's not complicated and can be learned in a few hours. However, you need a decent PC to run Unreal Engine. With vertex painting, you can paint grass, mud, rocks, etc. in three channels (RGB). This breaks up tiling. Another method is to cover broken textures with foliage or an air vent. This makes the environment complete in every 3D application. Each application has its own rules.

Posted over 1 year ago
-3

The environmental artists from naughty dog (said if there was a seam or broken textured area they would cover it with foliage and an air vent when making the last of us - each 3d application has there own rules ... ur import something from max to belnder it 100 times smaller and vice versa .... ththey have there own rules

Posted over 1 year ago
-3

vertex painting

https://www.youtube.com/watch?v=oCWcH_Mktz8&t=424s

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