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#11 (permalink) |
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Industry Artist
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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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#12 (permalink) |
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loves polygons
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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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#13 (permalink) |
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Administrator
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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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#14 (permalink) | |
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Industry Artist
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Quote:
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#15 (permalink) |
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Frequenter
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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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Environment Artist at Phosphor Games My Portfolio - http://nickbouldin.squarespace.com |
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#17 (permalink) |
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Senior Member
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Nire than very useful!
Thanks a bunch.
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Hélder Pinto ~ Level Artist |
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#18 (permalink) | |
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New Member
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Quote:
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