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#4 (permalink) |
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Game-Artist.net Staff
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But he does have a point. You can't expect people to be albe to offer help if you don't specify which application you're wanting help with.
In Max, there's a UV channel selector in the UV tools, just nudge that up to 2 and start unwrapping to it, et voila; second UV channel. |
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#5 (permalink) |
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Industry Artist
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Now that that is out of the way. i was wondering what process is used to blend the textures ? Say I create terrain and tile it. Would I then create a sperate grime texture and other details as another texture with or without alpha on top of it or is there another way?
Or say I have a rock and it has a tiled texture but I want dirt and crap at the bottom part. What would be the efficient way to get a nice wet mossy bottom and have it blend with the rest of the rrock...? |
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#6 (permalink) |
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Artist
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- 5
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If your looking for a terrain texturing solution instead of using multiple UVs have you thought about using vertex painting and blending the textures that way?
I find gives you a bit more control and can see the results as you paint the vertex colours. In Max all you need is to use a composite material and attach each material with a different channel. The only draw back I have found with this is the normals dont show up very well. |
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