NebuLa1 Posted November 16, 2011 Share Posted November 16, 2011 (edited) Solved ;) Edited December 15, 2011 by NebuLa1 Link to comment Share on other sites More sharing options...
Hauntyou Posted November 16, 2011 Share Posted November 16, 2011 I really dont understand what you exactly mean with blending. A texture is bound to a mesh object. It ends at the border of the mesh object. If two meshes are close but have the same texture theywill most likely not have seamless transitions if the map designer didnt align them the way you did. So when creating textures make sure they are periodically tileable and try to paint them the way the original was painted. Also you will most likely have to work over thenormal map of the texture wich defines geometrical detail. Also some textures have specualar or even glow maps wich are all seperate dds files. You need to keep all that in mind. For example if you create a custom texture for lets say rocks but you replace them with something like bricks, you have to create a normal mapfor your bricks and replace the original rock normal map with it. If you dont do that it can look rather weird ingame. same goes for every other texture map. Link to comment Share on other sites More sharing options...
Bythemark Posted November 16, 2011 Share Posted November 16, 2011 (edited) Sometimes there are transition textures from one texture to another. If you change a texture, you'll have to change any transition textures as well. Edited November 16, 2011 by Bythemark Link to comment Share on other sites More sharing options...
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