I have photoshop, but I'm not very artistically inclined. I'll leave textures to the artists, my specialty is in designs and concepts and fitting the pieces together; though I can do low level scripting and temp art. On Fri, Jun 26, 2009 at 8:42 PM, katie cook <ktmcook@xxxxxxxxx> wrote: > Oh yeah, I haven't run into any problems with tiling as of yet. I am a > pretty well versed photoshop user and have some tricks/tools I use to > overcome that. > > Nick, if you feel like checking it out and have photoshop, you might read > into some techniques for building seemless textures. Besides the offset > feature I previously mentioned, there are all the cloning tools along with > the new bandaid/pattern tool that help create variance in textures so you > don't get repeating patterns. If you play around with it, it can really do > wonders. These are just the aspects I have found helpful. > > You might already know all this, I just thought I'd point it out since I > don't know what everybody else is familiar with. Hopefully it is > helpful...=) > > --- On *Fri, 6/26/09, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote: > > > From: Alan Wolfe <alan.wolfe@xxxxxxxxx> > Subject: [project1dev] Re: Models + Texture Cost/Practices > To: project1dev@xxxxxxxxxxxxx > Date: Friday, June 26, 2009, 6:33 PM > > > Very neat Katie! That is neat. > > The other thing besides seams you have to watch out for (for Nick's > benefit) is recognizable patterns. > > Like, you know how you can look in the ceiling popcorn and see shapes? (or > was it the mushrooms we ate...?) lol but seriously you know what im talking > about? > > If you take a square of something organic looking like cieling popcorn or > grass, even if you get rid of the seams and then tile it, it often times > will still be obviously tiled cause of the recognizable features that are > repeating in an even grid. > > like i said, there's some great tools to overcome this (katie if you are > interested you might check out something called Wang tiling. it's a little > technical but it might be an interesting read). Multitexturing is a good > one. > > If we have this problem we'll have to find a way to address it, but it's an > art issue more than a coding, building, or design issue (: > On Fri, Jun 26, 2009 at 6:26 PM, katie cook > <ktmcook@xxxxxxxxx<http://mc/compose?to=ktmcook@xxxxxxxxx> > > wrote: > >> Hey guys, >> >> I don't know if you use photoshop. But I saw the thread about seams in >> textures. Photoshop has an offset feature that helps build seamless >> textures. Might be stating the obvious, just thought I'd throw it out there. >> =) >> >> --- On *Fri, 6/26/09, Nick Klotz >> <roracsenshi@xxxxxxxxx<http://mc/compose?to=roracsenshi@xxxxxxxxx> >> >* wrote: >> >> >> From: Nick Klotz >> <roracsenshi@xxxxxxxxx<http://mc/compose?to=roracsenshi@xxxxxxxxx> >> > >> Subject: [project1dev] Re: Models + Texture Cost/Practices >> To: project1dev@xxxxxxxxxxxxx<http://mc/compose?to=project1dev@xxxxxxxxxxxxx> >> Date: Friday, June 26, 2009, 6:14 PM >> >> Oh, that's awesome to know. So for temple walls that are meant to >> encompass the entire room I can make a very large model (eg: 400x700x10) and >> have it textured relatively cheaply, as a grainy stone type. >> >> >> On Fri, Jun 26, 2009 at 8:08 PM, Alan Wolfe >> <alan.wolfe@xxxxxxxxx<http://mc/compose?to=alan.wolfe@xxxxxxxxx> >> > wrote: >> >>> That's a good question you ask. >>> >>> basically the answer is there is no clear cut answer it's kind of >>> something you have to weigh on a case by case basis, but there's something >>> good in this battle of texture memory. >>> >>> You can repeat textures across an object. >>> >>> for instance you could have an image of a single floor tile and put it >>> onto a floor model, but tell it to repeat 10 times on X and 10 times on Y >>> and it would give you a 10x10 grided floor of that image - FOR FREE. >>> >>> so texture repeating is a good tool to use >>> On Fri, Jun 26, 2009 at 5:32 PM, Nick Klotz >>> <roracsenshi@xxxxxxxxx<http://mc/compose?to=roracsenshi@xxxxxxxxx> >>> > wrote: >>> >>>> I hate to sound redundant; but when building a very large area (such as >>>> the temple is turning out to be) is it cheaper to go with more >>>> models+smaller textures or fewer models that are much larger+larger texture >>>> sizes? >>>> We discussed previously that larger models cost about the same as >>>> smaller models because it's based off of faces and vertices (correct me if >>>> I >>>> am wrong), but that textures can become very costly when larger. >>>> >>>> So what would the tradeoff point be? I just want to build a level >>>> optimally if possible; though I know very little may be permanent. >>>> >>> >>> >> >> > >