Game Development Reference
In-Depth Information
Figure 4.2 Textures (even if
seamless) that have a big easily
identifiable element will produce
output that the tiling is revealed too
overtly.
Select and Prepare a Raw Texture Image
Step 1: Find a raw texture file that would work well as the base of the dock
concrete surface. I'm using ConcreteBare0312_S (see the support web site,
http://cgtextures.com/texview.php?id=44665 ).
Why?
There are actually a few parts of the dock surface. One part is tiled,
another is a sort of worn painted cement, and then there is a raw cement
section. This is going to be for the raw cement section. My research photo
shows a sort of brownish cement, but the exact choice is up to you.
Tips and Tricks
Warnings and Pitfalls
Generally it's not a good
idea to resize an image; it
can create some mushy
stuff on resampling
(Photoshop can't always
decide which pixels to
leave out as it reduces
the total amount of
information). In this
case though we will be
adjusting the UVs anyway
to make the texture look
right once it's applied to
the dock, so we have a
bit more tolerance.
CGTextures allows for huge-sized textures. In a TV or film situation, using
huge resource and piecing together a huge collection of big textures
to create a massive texture that holds up on the big screen might be
needed, but for a tileable texture, it hardly ever is. So download the
smallest version of whatever texture you choose.
Step 2: In Photoshop, resize the image to 512×512. Select Image>Image
Size. Click off the Constrain Proportions option, and enter 512 into both
the Width and Height (pixels) input fields.
Why?
512×512 is a power-of-two size and thus will create an image that will
render quickly and import cleanly into Unity.
Offset and Clone Stamp
Step 3: Offset the image by 256 pixels in both horizontal and vertical.
Choose Filter>Other>Offset. Change the Horizontal and Vertical to both
read 256. Be sure the Wrap Around radio box is checked. The results can
be seen in Figure 4.3 .
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