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2/22/2025, 10:22:21 AM
>>1007940
See, that's because you're having a single image take up the entire texture. If you do it as a tilemap like in pic rel (from silent hill) then you need far less materials.
>but what about tiling
You manually place the faces over the texture you want. Like, for the cube, you'd place all 6 faces on top of each other over that tile.
>but what about tiling over large surfaces like the big walls at the sides? Wont there be stretching?
Not if you subdivide it into a lot of faces and place each one over its corresponding tile on the texture.
That's how game devs used to do it in the old times, and if memory serves, those games looked way better than the slop we have today
See, that's because you're having a single image take up the entire texture. If you do it as a tilemap like in pic rel (from silent hill) then you need far less materials.
>but what about tiling
You manually place the faces over the texture you want. Like, for the cube, you'd place all 6 faces on top of each other over that tile.
>but what about tiling over large surfaces like the big walls at the sides? Wont there be stretching?
Not if you subdivide it into a lot of faces and place each one over its corresponding tile on the texture.
That's how game devs used to do it in the old times, and if memory serves, those games looked way better than the slop we have today
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