Hey guys,
i do have a quite complicated Question. My last 2 scenery projects I created my groundpoly using layered Alpha Textures, so the common method. But this time i wanted to "draw" some areas on my apron and some 3d-created terrain using the texture paint method in blender.
Therefore i want to tile my groundpoly in different textures to get a decent texture quality for each tile.
This method was also used by 29-Palms.
Each face shall get his own 2k Texture. I first created the plane and then assign a different material to each face and unwrapped them. But when I then want to texture paint on the groundpoly, each face has a slightly different resolution and i dont get clean transitions between the tiles. When i load them into sim, the further my viewpoint flies away, the bigger gets a seeable gap between the tiles.
In picture 1 you can see my groundpoly wich i want to texture.
In the second picture you can see Skiathos by 29Palms....they used the same technique with using different textures for different sized tiles. But as you can see in picture 3, they all have the exact same resolution of the UV Map and there are no recognicable transitions. From the distance, it seems like its one single texture.
Am I doing something wrong, or what method would you use for this?
The reason for doing it so complicated is, that i also have big sections of custom modeled 3d Terrain on my scenery, wich i want to texture the same way. Using one 2k texture for a 2km x 2km object would result in extrem low resolution. I therefore want to split the model in tiles, giving each tile his own material and then joining them back together. I can then seemlessly paint on them. At least thats the idea.
Thanks in advance.
Ben
i do have a quite complicated Question. My last 2 scenery projects I created my groundpoly using layered Alpha Textures, so the common method. But this time i wanted to "draw" some areas on my apron and some 3d-created terrain using the texture paint method in blender.
Therefore i want to tile my groundpoly in different textures to get a decent texture quality for each tile.
This method was also used by 29-Palms.
Each face shall get his own 2k Texture. I first created the plane and then assign a different material to each face and unwrapped them. But when I then want to texture paint on the groundpoly, each face has a slightly different resolution and i dont get clean transitions between the tiles. When i load them into sim, the further my viewpoint flies away, the bigger gets a seeable gap between the tiles.
In picture 1 you can see my groundpoly wich i want to texture.
In the second picture you can see Skiathos by 29Palms....they used the same technique with using different textures for different sized tiles. But as you can see in picture 3, they all have the exact same resolution of the UV Map and there are no recognicable transitions. From the distance, it seems like its one single texture.
Am I doing something wrong, or what method would you use for this?
The reason for doing it so complicated is, that i also have big sections of custom modeled 3d Terrain on my scenery, wich i want to texture the same way. Using one 2k texture for a 2km x 2km object would result in extrem low resolution. I therefore want to split the model in tiles, giving each tile his own material and then joining them back together. I can then seemlessly paint on them. At least thats the idea.
Thanks in advance.
Ben
