Author Topic: UV plants  (Read 5727 times)

Offline manleystanley

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UV plants
« on: December 24, 2006, 06:47:09 PM »
I'm working up a pack of ground cover plants for Tg2. They are made with Plant studio, and I have to filter them through Hex 2 for TG2 to load them; well render them with out a crash. ;)  I was just wondering if UVmapping the plants would be necessary? I can do it, just adds some time to processing, but is it necessary for ground cover plants? And how detailed do you think the textures need be?
"So you think you can tell, heaven from hell, blue skys from pain.
can you tell a green field, from a cold steel rail? a smile from a veil?
do you think you can tell?" P.F.

Sethren

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Re: UV plants
« Reply #1 on: December 24, 2006, 10:22:59 PM »
What i used to do in xfrog is i would take my genetica textures and just map them using x to y repeat mapping and my vegitation would always look good. I would use 1024 by 1024 size texture maps and atleast to me everything would look nice, even in close up view. Then using a bump map would add the needed depth for the bark and leaves or whatever else needs a bump map.

I figured sense terragen 2 does the whole x and y repeats for importing image data one can do the exact same thing here so UV i would think is not really needed.
« Last Edit: December 24, 2006, 10:24:54 PM by Sethren »

 

anything