Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Texture, Model & Animation Help Texturing a custom terrain
ClayPigeon Offline
Member

Posts: 214
Threads: 13
Joined: Mar 2012
Reputation: 8
#8
RE: Texturing a custom terrain

(04-27-2013, 11:11 AM)martinnord Wrote:
(04-27-2013, 10:36 AM)ClayPigeon Wrote:
(04-27-2013, 12:51 AM)Hirnwirbel Wrote:
Quote: However, whatever texture I'm assigning it, the result looks really bad in game, even if it looks great in maya.
Looking at the screenshots, I'd say it looks pretty much the same, only that in game you're much closer to the terrain than in Maya's viewport, so you see the low texture resolution. Or rather, you see that the scaling of the texture doesn't fit the scale of the mesh, with one blade of grass being half the size of your character Big Grin Therefore, I conclude that scaling up the uv coordinates of your terrain mesh, so that the texture gets repeated more often, should help.

Thanks but I'll ditch this one. It looks bad and I prefer creating a way better one using the tutorial Acies gave me. 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.

Acies - in this tutorial I see that the mesh goes up to 4M polys... Are you sure it's good for hpl2?
Maybe try projecting the UV's from top orthografic view?, dunno if maya have that options but if the uv's are mess thats a good alternative.

About lowering the poly count you can try making the terrain manually by extruding and adding edge loops. Might sound a bit time consuming but once you get the hang of it , it is quite flexible and you are able to get more control and an insanely large reduction in polycount. having a plane with a reference is a good idea to start.
If you dont feel confident about doing it manually maybe you could take a midway by first making a highpoly one with millions of poly and making a low poly on top of it by snapping to the surface as if you were doing retopology.

That actually sounds pretty good, but it's still gibberish for me, mind explaining a little bit?
04-27-2013, 11:24 AM
Find


Messages In This Thread
Texturing a custom terrain - by ClayPigeon - 04-26-2013, 10:19 PM
RE: Texturing a custom terrain - by Acies - 04-26-2013, 10:24 PM
RE: Texturing a custom terrain - by ClayPigeon - 04-26-2013, 10:36 PM
RE: Texturing a custom terrain - by Traggey - 04-27-2013, 12:30 AM
RE: Texturing a custom terrain - by ClayPigeon - 04-27-2013, 10:36 AM
RE: Texturing a custom terrain - by WALP - 04-27-2013, 11:11 AM
RE: Texturing a custom terrain - by ClayPigeon - 04-27-2013, 11:24 AM
RE: Texturing a custom terrain - by Rapture - 04-27-2013, 02:26 PM
RE: Texturing a custom terrain - by ClayPigeon - 04-27-2013, 03:07 PM
RE: Texturing a custom terrain - by ClayPigeon - 04-27-2013, 03:18 PM
RE: Texturing a custom terrain - by JonnyAnomaly - 04-27-2013, 08:28 PM



Users browsing this thread: 1 Guest(s)