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A) use better textures
B) clean up your maps to hide the tileing
C) user procedural textures
D) employ blending maps (falloff, mix, etc) to hide the repeat
Procedural textures are those that are generated by a mathematical calculation rather than from an image.
Noise, Speckle, Marble are all examples of procedural bitmaps. There are also plugins out there with many more procedural bitmaps. Look at the tutorails and help files that came with max, there should be a lot of information on procedurals in there.
A) use better textures
B) clean up your maps to hide the tileing
C) user procedural textures
D) employ blending maps (falloff, mix, etc) to hide the repeat
Would you mind giving some more detail to the statement about cleaning up maps. If a texture looks clean in photoshop, how's that affect tiling?
For making a map that tiles cleaner: Open it in photoshop, assign a offset filter (Filter>Others>Offset...) and offset the image by half it's width and height. Now edit the image with the clonestamp tool etc. to make a cleaner tile . Preferable make the image as big as possible.
For blurring the tiling i max you can: Create a mix map with a copy of the map in each color slot, change the offset, tiling and W rotation to something slightly different on each map, and use a noise map in the mix amount slot. Bear in mind that you'll have to have uvw coordinates that don't tile (for instance a box-mapping that encompasses the whole object) in order to avoid that the noise itself tiles.
Regards,
Erik N
"Second to the right and straight on 'till morning!"
Bear in mind that you'll have to have uvw coordinates that don't tile (for instance a box-mapping that encompasses the whole object) in order to avoid that the noise itself tiles.
You can also use mapscaler for weird texturing edges and contours.
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