I have been experimenting with texturing, specifically texturing objects for game engines. I am trying to place all of my textures into one UV space, such as in the image below.
The process I am using is to unwrap the UV map for each portion separately (one UV map for wood, one UV map for stone) and then create the “composite UV map.” I use this composite UV map to clone paint onto from the other layers. This allows me to get one UV map with all my textures. However, I am wondering if there is a better technique to getting this composite UV texture map. I am having the following problems:
Using the clone brush is tedious and imprecise. When you have a detailed model, it seems very time-consuming to paint over each area. Also, I can’t find a way to isolate areas that I want to paint in “Texture Paint mode.” You can’t hide faces in this mode. The clone brush will thus paint over areas that I don’t want to paint over. I have
tried using the clipping border (ALT+B), but this isn’t a precise tool.
-When creating the composite UV texture map, is there are better technique than using the clone brush?
On my composite texture map, my textures look blurry. I’m sure this is due to the fact that the area I am copying to is much smaller than the original image. I could increase the size of the composite texture map from 1024 to 2048. The drawback is a lot more memory usage. Is there any other way to make this composite texture less blurry?
Let me know if you have any tips or good tutorials on this topic. Thank you!