One
thing that tiled texture maps made (more) easy for me was UV mapping.
Typically I would just perform the automatic UV mapping tool, and
then try to divide out all of the different parts of the building.
That is, I would set the brick portion of the UVs to one side, the
stucco portion of the UVs to another side, the wood portion over
there, and so on. Basically, that was as difficult as it got,
especially since I was using square, straight architectural design.
Then each UV family would get its own tiled texture set, and that
would be it. If the bricks, for example, needed to be bigger or
smaller, then I would simply adjust the scale size of the UV family
appropriately.
Of
course, using tiled textures like this, it is clear that I would get
less interesting textures on my models than if I were painting
individual textures. This was addressed a couple of ways. For one
thing, I wouldn't try to scale the UVs so that the texture tiled more
than a couple of times. This hid tile repetition.
One
thing that I could have, and perhaps should have, done is lay out the
UVs in a more typical fashion, and then paint over the tiled texture
so that more interesting features could appear. Certainly, this is
what any textbook would suggest. This would have given the buildings
certain weathering effects to make buildings interesting. However, my
limited talents preclude me from painting such weathering effects.
(Whenever I try to paint weathering on some texture, it frequently
comes out bad, and I'm not sure how to make it better.) So, to add
faux weathering, instead of actually painting the weathering by hand,
I might find some sort of grungy tiled texture, and layer it on top
of the tiled bricks, or something like that. Then the bricks won't
seem so clean. However, this technique certainly has its limitations
(it's difficult for the weathering to appear where it should). All
that said, I am not sure that I even applied this technique many
times. To be sure, this sort of attention to texturing is where I
could have spent more time.
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