If I was going to model the entire town with tileable textures, I had to ensure that my UVs were laid out that would: A) Make sure the applied textures looked natural without visible seams B) The UVs were prepared in a way which would mean no adjustments or tweaks would need to be made after applying the tileable material. C) The resolution would have to match on all assets. (with some potential acceptations such props only visible from a long distance like mountains or plants etc) The idea is to invest time in setting up the UVs to save time of texturing and making several adjustments when it comes to the texturing stage. First, I aligned the top and bottom parts of the buildings, snapping them together vertex to vertex. Both building blocks (top and bottom) have the same material, although they will be two separate models. I found it hard to stare at the black and white chequers and was unable to determine whether the UVs were matching up perfectly. I googl...
Here is a recap of what I have accomplished following my tests and research: All front and side facing Textures will be seamless across modular buildings Texel Density matches across assets and buildings Solution found to match resolution on assets with a single material All planks and grain on buildings will flow in the correct position with need for tweaks Resolutions can now be scaled uniformly if need be. For example, if buildings hare halved to 1024 x 1024, doors can simply be halved to 256 x 256 and will retain the same texel density.
I am going to texture the window frames with tileable materials too, but I soon noticed when testing the game in VR that the grain of the wood on my test material was all going in the same direction which looked very unnatural. I decided to edit my UVs further, and tread the shells like planks of wood, facing the direction of the grain. The result is, a tileable material will now now longer make the frame looked like its one coherent piece of wood with the grain flowing in the same direction. It looks a log more natural with grain flowing up and down different parts of the frame.
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