|
||||||||||||
|
|
|||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#2 (permalink) |
|
Game-Artist.net Admin
|
there's no problem with having seams in your UV map, if you can hide them well. If you're talking about corners of a house, then i'd definitely split those up in 4 clusters if that means that you'll use more uv space...90° corners are usually fairly easy to hide seams... (depending on the nature of the model of course), but with a building, I don't think this will give you much trouble...
__________________
![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
|
|
|
|
|
#3 (permalink) |
|
Game-Artist.net Staff
|
Agreed with doylle.
With a building you might get away with a tiling texture, too. Which would negate seams completely. The other option would be to have an extra texture for some sort of edging on the building (you know, the different coloured or double-sized bricks that you get up corners of buildings). |
|
|
|
![]() |
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |