mzagorski Posted February 4, 2003 Share Posted February 4, 2003 Hey guys, OK... still working on my grass texture. Ive got a few seperated areas of grass in my landscaping so Ive attached them to each other and applied a UVW modifier to the whole lot. How do you guys get your texture for grass to tile nicely?... Do you get the size of the UVW map and work it out from that? .. so if its 12' x 10'-6" you would tile 1.2 x 10.6? Thanks Link to comment Share on other sites More sharing options...
jucaro Posted February 4, 2003 Share Posted February 4, 2003 try making your texture in photoshop or in some other photo editing software and then FIT it in your mesh. The good thing about doing the whole map in a photo editor is that you can break away from the monotony of the tile effect when mapping materials onto a surface of geometry. my two cents worth IMHO Link to comment Share on other sites More sharing options...
mzagorski Posted February 5, 2003 Author Share Posted February 5, 2003 Hmm... well, I dont really fancy having 1 non-tiling map for an area that is 120' x 80' (36 x 24 metres! Link to comment Share on other sites More sharing options...
jucaro Posted February 5, 2003 Share Posted February 5, 2003 well, of course, you don't have to make your map on a 1:1 scale. Let's say your final render output is 4096x1024, then maybe you can make your map at 30-60% of your final image output. :winkgrin: Link to comment Share on other sites More sharing options...
Gnarly Cranium Posted March 8, 2003 Share Posted March 8, 2003 I'm not entirely clear on just what you're asking.... but there are a couple ways to change how a map tiles. If you want to make sure the aspect ratio is the same as the source bitmap, use the Fit to Bitmap button and pick the bitmap file. Otherwise... remember you can always type in a size for the UVW map gizmo yourself. I like to go by a default 10'x10' or 20'x20' for things like ground, decking, and roof tiles so I can swap around pre-made materials pretty easy, whereas if I let the gizmo fit the object instead, I'd have to tweak all day to get anything consistent. Link to comment Share on other sites More sharing options...
Sawyer Posted March 8, 2003 Share Posted March 8, 2003 Another cool technique for things like grass dirt and stucco is to use a blend material. Use the same texture in both slots but rotate the bitmap in one of the diffuse channels. Viola a non tiling texture. :winkgrin: [ March 08, 2003, 02:26 PM: Message edited by: Sawyer ] Link to comment Share on other sites More sharing options...
Gnarly Cranium Posted March 8, 2003 Share Posted March 8, 2003 I like to use a Mix map to combine two different textures-- like different colors of grass, or grass and dirt, or whatever-- with a noise map to mask between the two. Usually Cellular noise, set to Chip with Fractal turned on. Link to comment Share on other sites More sharing options...
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