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Old 06-03-2007, 04:36 AM   #11 (permalink)
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possibly a stupid question, but I've been wondering about that for a while now:

are game engines fine when you move uv coordinates out of the square between [0,0] and [1,1]? I'm fairly certain it doesn't matter, but I just want to be on the save side. I've never done much with tiling textures and got to do it in an assignment for uni now, hence the question...
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Old 06-03-2007, 05:37 AM   #12 (permalink)
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Yes, most are fine. In some cases you can't move then in the negative space: -1,-1 for example. Some might not like it if you place them too far 200,200
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Old 06-03-2007, 06:12 PM   #13 (permalink)
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Excellent tutorial. If I may add a little something, a good way to get rid of tiling is to use a decal layer. You can use a different mapping channel so you could for example do graffitti, dirt, shadows, posters etc on a separate texture with an alpha channel and then map it on top of the excellent example above Instant grime and less obvious tiling. Not that the tiling is obvious in this case, just thought I'd add it. I hope I'm not stepping on any toes.
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Old 07-03-2007, 04:15 AM   #14 (permalink)
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Originally Posted by andrei313 View Post
Yes, most are fine. In some cases you can't move then in the negative space: -1,-1 for example. Some might not like it if you place them too far 200,200
thanks a lot, exactly what I was looking for.
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Old 04-05-2008, 06:08 AM   #15 (permalink)
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Nice tutorial but how can you tile the size correctly if you already have the interiors or exteriors created already? How can you know about the width and length of a plane and establish that when you go into photoshop?
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Old 07-05-2008, 02:03 PM   #16 (permalink)
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when your creating your mesh make sure you use "real-world map size" that should help you out alot when sizing things up for texturing
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Old 26-06-2008, 12:20 PM   #17 (permalink)
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Nire than very useful!

Thanks a bunch.
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Old 02-03-2009, 04:31 PM   #18 (permalink)
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Originally Posted by urgaffel View Post
Excellent tutorial. If I may add a little something, a good way to get rid of tiling is to use a decal layer. You can use a different mapping channel so you could for example do graffitti, dirt, shadows, posters etc on a separate texture with an alpha channel and then map it on top of the excellent example above Instant grime and less obvious tiling. Not that the tiling is obvious in this case, just thought I'd add it. I hope I'm not stepping on any toes.
Does anyone have any screenshots of this in practice? I think I understand how it works but would like a little further explanation. Cheers
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LinkBack to this Thread: http://www.game-artist.net/forums/support-tech-discussion/182-step-step-techniques-tiling-textures-3ds-max.html
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