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[ART] Texturing a custom terrain - Printable Version

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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? Smile


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? Smile

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/