As we know that in all modern games, the walls of a building does not have only one texture with macro variations. For example, in Assassin’s Creed games the walls primarily have a texture, over which there are patches of different colours applied randomly and even moss and rust in some parts. I have tried using detail texturing to bring about a similar effect but it does not help. I don’t think that I will be able to create a texture like that full of details using any 3rd party application. Even if I am able to create this kind of a texture, its repeating moss and patches(in case of tiling ) would make it look bad. My only idea is to use something like a landscape material and paint my textures according to my needs in different paces. Any idea how to do this?
You can paint meshes just like the landscape material.
I read the tutorial but didn’t really understand how to paint textures. It only shows how to paint colours. I have created the material. Sorry for being so ignorant! Anyway,last time when I tried to paint(colours), my video driver crashed. This doesn’t happen when I’m painting the landscape. Any idea!!!
well, combine it with:
And the colors changes into textures
Can I ask you a question about materials and repeating patterns which has I have been struggling for many days? I don’t want to open another post.
thats what answerhub is for though, but sure.
I have created a lot of materials so far and one common problem that I face is that it always gets stretched on my mesh. When I use texture coordinate, the material gets tiled, and no matter what variation I bring in my texture(macro variation), the texture seems to repeat itself. What should I do to avoid this repeating pattern so that everything looks good?
Yesterday, I was trying out your mesh paint tool and I found that I could paint textures. Now suppose I want variation or differential sizes for my base texture for painting.
For eg in this material the red circle denotes the texture. Now I bring variation using parts circled blue. This is a starter content material. In this case I want to use the basecolour of this material as a single compact texture for another material( for painting meshes. How should I do this?
One more question, how do I create normal for my custom textures?