Another thing.
Did you notice that you can directly rendermap to another UV space?
E.g. shader using the huge projection and only a snippet of the UV space
rendermapped directly to a new 0-1 UV space.
This should even work for cases where you moved a tile segment to another
world grid
Hi list,
We are dealing with a gigantic piece of environment. The ground has a
texture of about 18,000x18,000 pixels applied to it. We are now in the
process of dividing the entire area up into 200 quadratic segments.
Thankfully, Softimage has allowed me to select all 10,000 objects at once
and
Hey Christian,
if you have access to ZBrush, you could load one segment and the
Photoshop-cropped texture and try the Fix seams command.
It´ll extend the color around the UVshell borders by 4-16px.
This may be enough to hide the seams.
Another thing that comes to mind is the backround color
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