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Figure 4.9 Scaled UVs to allow
multiple repeating texture.
Conclusion
And there you have it. This same technique will work for most any texture that
needs to be tiled. Admittedly, it can get trickier for surfaces like (ironically) tile,
where getting the ends to line up can take some deft handling. But, the work
will pay off. As large surfaces become visible, the effective texture will pay
visual dividends down the road.
Notice that there are some good things happening here. Zoom down and
place the camera about where a player would be in the game; the texture
should hold up pretty well. However, when the camera is way up (as in
Figure 4.9 ), the repeating pattern will be pretty clear. Some of this will
become a nonissue once the scene is baked, and since we are never very
high in relation to this dock, it's unlikely we'll notice the repeating pattern.
If, in the game, we do have a distracting repeating pattern, we can go
back and scale the texture a bit, or work with a larger sampling of texture,
or both.
Tutorial 4.2. Nontiled Textures and Their Dirt
One of the biggest errors of young 3D students is that they are too clean. Yes,
I agree it's hard to believe that 18- and 19-year-olds can ever be accused of
that, but in 3D this is almost always the case.
This is what happens: The student goes out and does some good research,
tracks down some great resource textures, creates the appropriate paintings
of the surface from copying and pasting the necessary textures together, and
then slaps that onto the surface.
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