[ART] Texturing a custom terrain - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [ART] Texturing a custom terrain (/thread-21289.html) Pages:
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RE: Texturing a custom terrain - xxxxxxxxxxxxxxxx - 04-27-2013 Quote: But just as a side note, if I stretch the UV map, it looks better in maya but then it looks worse in the game.That's a rather vague description... how exactly does it look "worse"? More blurry? stretched unevenly? Too much tiling/repetition visible? Moiré-artifacts? RE: Texturing a custom terrain - ClayPigeon - 04-27-2013 (04-27-2013, 03:10 PM)Hirnwirbel Wrote:Quote: But just as a side note, if I stretch the UV map, it looks better in maya but then it looks worse in the game.That's a rather vague description... how exactly does it look "worse"? More blurry? stretched unevenly? Too much tiling/repetition visible? Moiré-artifacts? I mean that it looks more similar to actual grass but the texture looks really bad, but it doesn't matter as I deleted it already and started working with Acies' tutorial. RE: Texturing a custom terrain - JonnyAnomaly - 04-27-2013 Meshlab's automatic retopology works well with things like rocks and stuff, so that might be worth a go for simplifying a terrain. Once you import a high poly mesh, go to Filter> Remeshing, Simplification and Reconstruction> Quadric Edge Collapse Decimation. Then just set the target number of tri's you want, and click OK. http://meshlab.sourceforge.net/ |