Here will come all the work done for carcassonne virtual reality project around texturing, texture baking and any techniques/ideas that will be brought
feel free to add all your 2D work !!!
As a first thing i’ve worked on dirty materials:
slate tiles with moss…
quite simple as tiles repeat all around !
sure but they must be irregular… but tileable !
I modeled this in blender… with a base texture and then baked my noised tiles to
normal, disp, diffuse, spec, etc…
then, as old tiles are dirty and mossy i added a dirt texture and a moss layer with nodes.
the trick was to have moss generated with a noise texture ( quite simple ) but this moss layer needed to be as seamless as the tiles textures.
For this i made a tileable noise node group… lol sounds strange but works fine !!!
wh&t am interrested in is that you guys get the process, are able to reproduce it and
make things much better/more beautifull than what i’ve done
the first step for tiles… rared as it’s too big… ardoises1.rar (9.9 MB)
the same file grouped for unwrapping… a big step as UV islands are the key !!! ardoises2_grouped.rar (8.8 MB)
The grouped and stitched tiles… latest big file… after this your computer will breathe ardoises3_grouped_stitched.rar (8.4 MB)
1st of all and back to the main topic, i model medieval towers.
Medieval towers have slate cone roofing.
Most of those who gave this texturing a try know it’s hell.
The only and best way i found is the polar coordinates in gimp filters…
Take any tileable roof texture.
Choose filters->distort->polar coords.
This changes this texture to a circle with the center beeing 1 point coming to the upper edge points merge.
This is absolutely useless for anything but when you want to map this pic on a cone.
This is the way i did my tower roofs…
And honestly, even if i confess pixel resolution gets shitty at cone top, it’s the best way i found on doing this