In a video game there is often a choice made between tiling and…non-tiling textures.…The difference in those is fairly straightforward.…Tiling textures are made to repeat from end-to-end, top to bottom and side-to-side.…An example of a place for a tiling texture would be this ground plane or…whatever is going on here.…It is very likely we want a cracked worn asphalt pattern to simply wrap…around the building;…we're using non-tiling textures for the building.…As an example, right here at the top I can see an obvious repeat, this is not…tiling correctly, in that I've got stacked UVs.…
However, there's other places where I'm tiling quite nicely, right here in the…window units as an example.…If you ignore this small corner post I need to unwrap, or hit with a solid white…color, we can see that one window unit is actually repeating very nicely next to the other.…I've gone over in Photoshop and updated that PSD a little bit, I'll bring it in…and see if that helps in the tileability just a bit.…Here in Photoshop, what I've done is I've taken my Diffuse_start.psd and I've…
Author
Released
8/8/2012- Analyzing concept art for contours, texture, and shadow detail
- Blocking out the basic form of a building
- Modeling modular elements
- Planning for occlusion and texture stacking
- Creating the low-poly-count elements
- Planning a texture sheet
- Stacking UVs
- Transferring maps
- Baking occlusion and normal maps
- Drawing detail at the right size
- Painting layers of dirt and wear
- Adding lights and refining materials
Skill Level Intermediate
Duration
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Related Courses
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Game Character Creation in Maya
with Chris Reilly2h 58m Intermediate
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Introduction
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Welcome39s
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Using the exercise files1m 37s
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Setting up the workflow5m 45s
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1. Anatomy of a Low-Poly Model
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2. Modular Planning and Blocking
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What is a module?3m 15s
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Designing modular elements6m 29s
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3. Modeling Building Elements in High Detail
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Adding foundation elements8m 28s
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Improving building details5m 35s
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Building an island and a canopy12m 53s
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Constructing high-detail doors11m 39s
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4. Low-Poly-Count Elements
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Adding door elements7m 43s
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Building a roof4m 11s
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Modeling light-tight walls5m 14s
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5. Unwrapping the Elements
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Mapping UV projection types7m 33s
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Moving and sewing UVs7m 34s
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Planning a texture sheet10m 49s
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Stacking UVs9m 42s
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6. Transferring Maps
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7. Planning and Constructing Texture Sheets
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Drawing detail at the right size13m 22s
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8. Importing into the Game Editor and Testing
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Refining materials14m 22s
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Conclusion
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Next steps17s
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Video: Using tiling and non-tiling textures