Advanced Member ozukaru Posted April 23, 2017 Advanced Member Report Share Posted April 23, 2017 (edited) when you make a terrain you cannot use the same type of workflow that when making a normal static mesh, because the terrain will be much much larger so even if you use a 4096*4096 texture that will be blurry (the surface I mean) when your player is placed on it. You need to tile a texture but how to do that in 3d-coat? the only way to do this I think it would do like they do in unreal engine when painting landscape, it seems they asign uv when you stroke the paint brush over vertices, how can you do that in 3d-coat? is it even possible? Edited April 23, 2017 by ozukaru Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted April 23, 2017 Contributor Report Share Posted April 23, 2017 You're talking about splat maps. You paint a surface with vertex colours or directly over a UV map and use those colours to lay out specific textures (each colour means a specific, repeated texture). This is usually done in target engine, but you can also paint splat maps in 3D-Coat as plain colours (for export as FBX later on). You won't see the exact result though, but you could approximate it (a preview of sorts) in 3D Coat by painting each colour on a separate paint layer and then filling that layer with Smart Material of your choice. Smart Materials are tileable (though there's no numeric input for the number of repetitions last time I checked). Filling of each layer can be accomplished by right clicking the material and choosing "Refill Layer". This will replace all non-transparent pixels with the material. Quote Link to comment Share on other sites More sharing options...
Advanced Member ozukaru Posted April 23, 2017 Author Advanced Member Report Share Posted April 23, 2017 (edited) 2 hours ago, ajz3d said: You're talking about splat maps. You paint a surface with vfasdtex colours or directly over a UV map and use those colours to lay out specific textures (each colour means a specific, repeated texture). This is usually done in target asdengine, but you can also paint splat maps in 3D-Coat as plain colours (for export as FBX later on). You won't see the exact result though, but you could approximate it (a preview fdaof sorts) in 3D Coat by painting each colour on a separate paint layer and then filling that layer with Smart Material of your choice. Smart Materials are tileable (though there's no numeric input for the number of repetitions last time I checked). Filling of each layer can be accomplished by right clicking the material and choosing "Refill Layer". This will replace all non-transparent pixels with the material. Edited April 24, 2017 by ozukaru sorry I quoted and cannot put my own text below the quote neither delete it Quote Link to comment Share on other sites More sharing options...
Advanced Member ozukaru Posted April 24, 2017 Author Advanced Member Report Share Posted April 24, 2017 as a preview as you say because still you will be confined to the 1024 or 2048 etc texture where you have unwrapped your model Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted April 24, 2017 Contributor Report Share Posted April 24, 2017 Of course. Quote Link to comment Share on other sites More sharing options...
Advanced Member ozukaru Posted April 24, 2017 Author Advanced Member Report Share Posted April 24, 2017 it would be a killer feature if it could be done, (at least for games that dont require super large landscapes) it could take all the advantages of voxels for terrain modeling that the typical heighmap based terrains systems lack Quote Link to comment Share on other sites More sharing options...
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