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๐Ÿงต Tiling textures on 3d stuff

Anonymous No. 858340

So i have to create a tree, i had to make spring cord in the past and the stuff that concerned me about 2 od these is that i could use a tiling texture to save a lot of uv space for a 3D prop.
How do i need to prepare my model beforehand?
ie. i saw people using few 2 different tiling textures for a tree, one for Tree bark A and sec for Tree bark B. In the cord i would benefit by using tiling texture only on 5% of my uv map for entire long cord.
Any tips appreciated, i use blender but wouldnt mind going to 3dsMax or Maya if there are better tools for what i am looking for here. Also i use Substance Painter for textures, thanks.
Pic rel is a thread that i sacrificed for this one

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treeunwrap.png

Anonymous No. 858474

apologies for the 2 minute "tree", just make your trunk out of a cylinder, put a seam up one side, unwrap it, use UV sqaures or equivalent UV thing to gridify the resulting unwrap, fit it to the bounds then scale it on the V axis (Y) until your squares are square.

to blend two trunk textures you will need to either make a second UV map where all elements have no overlap and author your map in something like substance painter or you can use vertex colours to blend it in engine.

Also look into speedtree or at the very least treeit.

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tile.jpg

Anonymous No. 858480

>>858340
The black box is the uv box, the red is the mesh, the uv box represents the texture, any part of the mesh outside the uv box will tile the texture, you can also do this on the material but doing it mesh level saves lots of headaches later on.