“Creating a Next-Gen Farm ” by Daniel Vijoi
As you can see, buildings and props do not use a dedicated UV space with fixed texture sizes like characters or vehicles. So the UV process is actually composed of three stages:1. unwrapping the UVs (done after the modeling phase)2. texture layout (done in Photoshop/on paper)3. mapping (done in Maya). This is done after the textures are done, when the UVs are positioned to use the created textures.
Texture tiling is used to minimize the number of textures. Some textures tile horizontally, some vertically and some of them even have tiles inside them. Here are some tiling examples.
On the left, there is a blue wall texture that has the dirt on the top and bottom areas. To maximize its use, the texture is has can be tiled on the vertical axis, the area in the middle can be tiled horizontal (the red arrow shows the area’s extremities). Using this layout, a tall wall can be textured using this single texture while keeping the extremities „dirty”. The image on the right shows a few example of horizontal tile (bottom area) as well as some circular tiles. All these internal tiling textures have to be matched by corresponding geometry. Here are two objects mapped using these textures.
Going back to our main scene, I’ve tried to optimize the number and size of the textures as much as possible while at the same time keeping enough extra textures to add specific details to some areas.The hand drawn layout for this scene looks like this:
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