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Question about texturing long corridors, house etc...
show user profile  Sphynxinator
Hello all. I have a question about texturing long and big things like big corridors. For example, I modeled a corridor but its objects like door, floor, walls and ceiling are not seperated, all in one object, a mesh. I want to apply unwrap the corridor mesh but corridor walls, floors etc... are so long, I need big textures for them. For example, I need 1000x450 sized textures for each part of the corridor(wall, ceiling etc...) then I need 3000x1350 sized texture for walls, ceilings and floors. It is not a stabil way to texture corridor I think. How can I texture big things? Maybe texture ID option in Unwrap modifier can help me. Thanks for the answers...
read 335 times
8/24/2012 5:00:31 AM (last edit: 8/24/2012 5:01:15 AM)
show user profile  Paunescudanutz
Generally things that can be seen from up close like First person or even Third person are modeled separately and unwraped and textured separately, its easier that way. So the walls can be 1 object, the ceiling another, the door can be another and so on. For texturing large objects such as walls and buildings you pretty much need tiling textures, and yes you should use different material ID's and multiple UV channels if needed.
I think this applies to Pre-rendered scenes as well as Real time rendering.



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read 319 times
8/24/2012 11:52:33 AM (last edit: 8/24/2012 11:52:33 AM)
show user profile  Sphynxinator
But when they are modeled seperately, there occur some graphical glitches and ugliness. OK, whatever, thanks for your answer.
read 307 times
8/24/2012 8:21:44 PM (last edit: 8/24/2012 8:21:44 PM)
show user profile  horizon
Some graphical glitches and ugliness are caused by bad modeling, not separating parts.
Maybe a picture of those might help us help you


read 304 times
8/24/2012 8:42:45 PM (last edit: 8/24/2012 8:42:45 PM)
show user profile  LionDebt
^ Amen to that, brother.


read 287 times
8/25/2012 2:38:01 AM (last edit: 8/25/2012 2:38:01 AM)
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