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In the Basic Texturing tutorial you were shown how
to texture a brush and how to texture the face of a
brush. In this tutorial you will learn how to rotate
and resize textures on a brush. You will also learn
how to texture patch meshes and cylinders. Its really
not as difficult as the tutorial title makes it sound.
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Texture Manipulation : Normal
Brushes / Faces
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If you study the image below you will see that the
texture doesn't look right. It isn't fitting the brush
properly and quite frankly looks stupid. I know through
experience that the size of the texture that i'm using
is 256 x 256. My wall is 384 long by 192 high. Thus
the texture doesn't fit.
So how do we solve this problem ? Thats where the Surface
Inspector comes in. The Surface Inspector (hit the s
key with the fact selected) has many funky options,
but at the moment we are only interested in a few.
The first 2 options we are going to look at are the
horizontal and vertical scale. You will notice two figures
in the boxes. The first is the actual scale of the texture.
The second is the increments that you can increase or
decrease the scale in. You can either use the handy
arrows or you can enter a value in yourself.
By increasing or decreasing the scale of a texture
you can make the texture fit the brush. Give the texture
a vertical / horizontal scale of 0.5 means that it would
fit a brush that is 128 x 128. A scale of 2 would double
the textures size. So to get my texture to fit my wall,
I will give it a scale of 0.75. I give it both a reduced
vertical and horizontal scale because most textures
look wierd if they have different scales.
Now you see it fits the wall perfectly.
The horizotal / vertical shifts are used to move the
texture around the face of your brush, because sometimes
your textures can be misaligned. The rotate option rotates
the texture on the face of the brush. Easy !!
Texturing Patch Meshes is slightly different. If you
tried to to use the Surface Inspector to texture a patch
mesh all you get is a severely blurred texture which
is no good to you. Instead, you must use the Patch Inspector
and even then only a few options will work properly.
As you can see it is fairly similar to the Surface
Inspector. The only things that you can use without
messing the texture up are:
Set : The texture will
fit across the patch based on the x and y values given.
Values of 1 x 1 will fit the texture to the patch mesh,
whilst valuse of 2 x 2 will repeat it twice across the
mesh.
Natural : I'm not 100
% sure of what this does. It's some kind of texture
transformation to allow the texture to align with geometry
nicely.
These are textured in a similar way as patch meshes.
The main difference is that you can use the horizontal
/ vertical scale and shift options as well as the rotate
texture function. This means that texturing cylinders
is much easier than texturing patch meshes.
This also applies to Bevels and Endcaps and their caps.
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Other tricks and conclusion.
-------------------------------------------------------------------------------
If you have a middle mouse button you can use this
to tranfer the properties of a texture from one face
to another. Simply select the face that you want the
texture to be applied to. Then click on the textured
face with your middle mouse button. The texture should
be transferred onto the new brush. This is really useful
for quick and efficient texturing.
Textures are a vital part of your map so knowing how
to use them properly is vital for any mapper. I hope
this tutorial has been useful to you and if you have
any more questions please don't hesitate to use the
forum.
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