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Overcoming Tiled Textures In Rooms etc.

Posted: Sat Mar 11, 2017 11:34 am
by Zara
This is a guide to changing how much a texture repeats over an area of a product and should work for most types, it is especially useful for rooms where instead of repeating several times you can make one image fill a whole wall! It is experimental, there are few hard and fast rules, the best results come with trial and error.

I'll be using the yucky IMVU inc. chair to demonstrate:

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First let's change the texture so that we can clearly see what's happening:

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Next, we are going to create a static animation. This is achieved by only filling out the green areas in the image below and leaving the red areas blank.

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The numbers in the first column (Cell Width & Cell Height) must follow the rule of 2 for your product to work reliably for your customers. The rule of 2 means only using the following values: 2, 4, 8, 16, 32, 64, 128, 256, 512. They can be used in any combination, for example 128x16. With this tiling reduction method the smaller the value, the bigger the texture will grow.

The animation On box must be ticked.

Example:

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Now the texture is bigger we are going to centralise it on the largest upright part at the back using the next column's offset values. Unfortunately whenever you move one part all the other parts of the same texture will move equally. There is no cure for a mesh that isn't mapped exactly how you want, we can only improve things a little. I cannot give you a formula for offsetting the texture, just experiment with the numbers in there until it looks right.

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Next we can change the ratio of the texture from square to rectangular:

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This on it's own can be useful.

As noted before, any combination of "rule of 2" values can be used to achieve different effects:

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Any questions or products you need help doing this to, post below and I'll do my best to walk you through it. :)

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Sat Mar 11, 2017 9:05 pm
by VanGoGo
One of my favorite tricks ^.^

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Mon Mar 13, 2017 11:32 am
by Daise2
Now this is what I love about good forums...the things you learn :) This is a new one for me, so thank you :) I'll be using this trick soon!

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Thu Mar 16, 2017 8:35 am
by Twiddybird
Well damn Zara, that is amazing info right there, I never knew this and it would have come in handy so many times, going to test this out but thankies, great to have creators like yourself that are willing to hand out neat little tricks :D

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Fri Mar 17, 2017 12:53 am
by BunnyCakes
Thanks for the information. :)

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Fri Mar 17, 2017 2:54 pm
by Jemzy
This is really helpful ^-^

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Fri Mar 17, 2017 3:31 pm
by SqkyC
That is an awesome trick! Thank you for posting this :)

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Thu Aug 24, 2017 6:25 pm
by Roy
Just posting a thank you because I NEEDED this for a tiled floor. Worked perfectly. :)

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Fri Aug 25, 2017 10:59 am
by gaf210
Now thats tricky! thanks zara, in all my years it never ran my mind to make a static animation :o

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Mon Nov 20, 2017 5:47 am
by SVTru
Nice post!! Its handly tiling!!

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Tue Nov 21, 2017 2:32 pm
by Nums
So that's how anyskin products work.

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Wed Nov 22, 2017 1:54 am
by Zara
Nums wrote:
Tue Nov 21, 2017 2:32 pm
So that's how anyskin products work.
Anyskin products work by adding the default head or body xrf to the anyskin item's material slot but yes, this method can then be used to expand or adjust the area covered for a better look or to avoid MCG areas. :)

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Wed Nov 22, 2017 6:00 am
by Nums
Zara wrote:
Wed Nov 22, 2017 1:54 am
Nums wrote:
Tue Nov 21, 2017 2:32 pm
So that's how anyskin products work.
Anyskin products work by adding the default head or body xrf to the anyskin item's material slot but yes, this method can then be used to expand or adjust the area covered for a better look or to avoid MCG areas. :)
Oh yeah of course. I just could never figure out how they didn't have the whole texture applied to the mesh.. Although I've never really liked them too much.
With that being said there have been a select few cases where it really was impressive on the use of it.

Re: Overcoming Tiled Textures In Rooms etc.

Posted: Fri Nov 24, 2017 9:33 am
by DimitriX89
Most anyskin products have their UV adjusted on the meshing stage so they only "sample" small portion of texture space. This method just eliminates the need for meshing.