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Terrain texture painting, how to?
show user profile  Alex910
Hello, i want to texture a large size map and never did a terrain texturing. Using a large size uv is not an answer, or i taught on splitting the map on parts to use the uv technique but there may be a problem where the parts meet, it won't be seamless. or?

How do you do when comes to texture large maps? How do you add all those materials there on that single 3d terrain? What softwares or techniques??
read 1150 times
8/28/2012 4:01:29 PM (last edit: 8/28/2012 4:01:29 PM)
show user profile  Paunescudanutz
usually you unwrap your terrain with as less seams as possible, usually terrain is mapped from the top, and you use tiling textures, that repeat over the terrain, in order to add detail you should use multiple textures and blend them together using masks (either another texture or vertex paint). You can blend textures that have less tiling (that appear big but low res) with textures that tile a lot more (appear smaller and they repeat a lot but look higher res) in order to achieve nice results. Usually techniques that apply for video games can be used for pre-rendering, of course in pre rendering jobs you can use larger textures in size, Video games these days use @ 2048 square textures at maximum (except Rage).

here is a link, it is based for Cryengine and UDK but the technique is the same http://www.youtube.com/user/wenda111287
(search this guys channel, he has plenty environment stuff)

Portfolio

<---~( Daniel )~--->


read 1134 times
8/28/2012 6:06:23 PM (last edit: 8/28/2012 6:06:23 PM)
show user profile  Alex910
also, i found shader fx for texture blending.. it looks like being the kismet material editor in my 3ds max. I'm posting this because it can help the others that want to blend the textures on a surface.

Thank you Daniel;)
read 1114 times
8/29/2012 12:21:24 AM (last edit: 8/29/2012 12:21:24 AM)
show user profile  advance-software
composite maps in max, no ?

then you can use the same config for real-time export & the raytracer/max viewport.

up to 16k in dx11
http://www.geeks3d.com/20080817/new-features-of-directx-11-explaned/

obviously depends on hardware capabilities & engine. large textures use loads of memory ofc, so fake the detail using layers & tiling where possible.
read 1112 times
8/29/2012 12:26:59 AM (last edit: 8/29/2012 12:49:51 AM)
show user profile  Paunescudanutz
Kismet and the material editor in UDK are 2 different things :D, but they are both node based ;)

Portfolio

<---~( Daniel )~--->


read 1089 times
8/29/2012 3:27:14 PM (last edit: 8/29/2012 3:27:14 PM)
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