But this was a protracted process and it was only really workable when the floors had reasonably simple shapes (basically rectangles).Then came along with the 3ds Max script Floor Generator, and a plugin Multi Texture Map. Or they were detailed enough to be seen up close but did not cover large enough areas, showing repetitive patterns over a certain distance.Initially, I solved the dilemma by actually modeling my parquets and texturing individual planks, placed at random, instead of an entire floor. Either my texture maps were big enough to cover large expanses of floor without showing visible tiling but they would show some pixelization when zooming on individual floor planks.
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