I have a client who needs a specific shingle illustrated. I have a low-resolution photo (from the client), and I even have a high-resolution texture (my library) that’s close, but it tiles poorly. Is there a recommended process to create texture to cover a large area? I do have PixPlant, but I guess I have never used it for anything but to create a normal map. Are you guys using PS’s offset for this?
Something I did once for a similar situation was I created a huge splotched colored bitmap, and I did an automatic unwrap of the top surface of the tiles. This randomly placed them all over the bitmap. Worked great.
First, make sure your tile model has a material ID or smoothing group that is different from the bottom of the tile. This will make the top surface easily selectable later.
Cover your roof with the tiles.
Now attach ALL of them into one object.
Select just the top surface of them by using the unique ID.
Ad an UnwrapUVW modifier to the object.
Flatten the mapping. This will randomly place them all over the bitmap.
You may need to take that small bitmap in photoshop and manually make it larger by copying/pasting and cleaning up the resulting tiling bitmap by using the clone stamp or similar method. You have to 'roll up your sleeves and get dirty". At least that’s what I have been told (right sifu?)…
Copy it round? there are thousands of shingles. I do have the roof designer plug-in, which automates this, but it uses profiles, and I need the corners clipped. Maybe I can blacken out the corners using a texture map. I’l get back to you guys, on this one.
how do you trim the shingles at the edge of the roof lines? [quote=“Guest, post:16, topic:37972”]
Eh, it’s not as bad as it sounds. Just an hour or so of mind-numbing tedium, and it’s over.
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Once you have one flat surface covered, combine and edit. Slice and cap should do the trick. You can also put a 2x2x2 FFD on it to squeeze it into place.
you are a crazy man, but I’ll give it a go. Do you have any examples using this BF method?[quote=“MatthewRF, post:3, topic:37569, username:MatthewRF”]
Once you have one flat surface covered, combine and edit. Slice and cap should do the trick. You can also put a 2x2x2 FFD on it to squeeze it into place.
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Yeah, check out this work-in-progress Unity-version of ancient Greek farmhouse that I’ve had in my life forever: http://geoffkornfeld.com/VariUnity/. Every single shingle is a separate element. It is possible to get on the roof and walk around.
I couldn’t get on the roof, but it was fun trying[quote=“flino2004, post:5, topic:37960, username:flino2004”]
Yeah, check out this work-in-progress Unity-version of ancient Greek farmhouse that I’ve had in my life forever: http://geoffkornfeld.com/VariUnity/. Every single shingle is a separate element. It is possible to get on the roof and walk around.
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yes. I have that. I will try it and hope the black corners, of the texture, will work instead of clipped geometry, which it can’t do.[quote=“Seraph135, post:14, topic:37919, username:Seraph135”]
use HugeDomains.com
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