I have been wondering about this for a very long time…
Im working on a FPS game and gonna use Multitexture shading for the whole game!
Lets say I have a plane (scale of 20x20) that I UV-mapped a grass texture (256x256 pixels) to it…
It looks really crappy as the texture size is really small
So, I tried to scale up the UV-map of the plane and it looked much better
But I think this is the wrong way to do it, because “obviously” after baking the textures (Full Render) it only baked the same space/size as the main texture…like this
…What is the best way to bake the textures rather than getting a lot of small planes next to each other /dividing a plane to form a bigger plane??!
Tex-Bake.blend (517.2 KB)
Hope I made myself clear!