This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Is it possible to build a material/texture that would work similar to the ground texturing in many strategy games (C&C, Starcraft, Total Anhilation).
The idea is to have a couple of square ground textures, and place these beside eachother in a non-repetive way, to add variation to the texture without having to make a 32767x32767 texture BMP.
For those of you who have worked on the level editor of the earlier mentioned games, you definetly know what I mean.
Just like the idea of placing a label on a beer bottle, for a variation on the ground surface, you could add a feathered alpha to your "variable" texture, and interactivly place it wherever you like.
Check the docs for "Layered Texture".
That's my quick and dirty idea
Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS izzylong.com
I get the idea, but what i'm looking for is more of a patchwork quilt than just one textyre on top of another.
If you've played Starcraft, C&C or even Transport Tycoon you know what I man.
Transport Tycoon is in fact the best way to see what I mean.
If you blast/clear a already cleared square, you see it gets a new texture each time. (I think there are about 4-6 different grass textures in the game)
I don't think you can create a texture like that in Maya. Terrain texture tiling like what you're referring to is a custom-coded thing in game engines. You can similate the effect by creating one material for each texture tile and then manually placing them on the surface (easiest if the surface is made up of quad polys). It's probably not the automatic approach you're looking for, but it's close.
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