making textures/materials fit without stretching them

making textures/materials fit without stretching them

Re: making textures/materials fit without stretching them Posted by David from IKG on Sun Jan 16th 2005 at 7:44pm
David from IKG
60 posts
Posted 2005-01-16 7:44pm
60 posts 6 snarkmarks Registered: Jan 16th 2005
match numbers here with the numbers on the picture

1. i find a texture to assign a wall or floor

2. i assign it, and it repeats itself.

i can't click "fit", because that just stretches it out

http://img127.exs.cx/img127/3442/textureproblem1ci.jpg
Re: making textures/materials fit without stretching them Posted by Joe-Bob on Sun Jan 16th 2005 at 7:48pm
Joe-Bob
180 posts
Posted 2005-01-16 7:48pm
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
See that 512x512 by #1? Make the brush face you want it attached
to one quarter of that size (128x128). Then, hit fit. The
texture size SHOULD be at .25, that's what they're made for.
Re: making textures/materials fit without stretching them Posted by David from IKG on Sun Jan 16th 2005 at 8:07pm
David from IKG
60 posts
Posted 2005-01-16 8:07pm
60 posts 6 snarkmarks Registered: Jan 16th 2005
then what textures do i use for walls and floors?
Re: making textures/materials fit without stretching them Posted by Campaignjunkie on Sun Jan 16th 2005 at 8:32pm
Campaignjunkie
1309 posts
Posted 2005-01-16 8:32pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Most walls and textures in HL2 ARE supposed to be at .25 or .50 scale, they are meant to repeat.
The repetition just usually isn't so obvious in-game, when you have
lighting and props. Using decals, overlays, and props effectively can
also divert the player's attention so that repetition won't be noticed.
Look at a few HL2 screenshots sometime and you can see there is a lot
of repeating, but the designer used clever placement of elements and
lighting to mask that blatant tiling.
Re: making textures/materials fit without stretching them Posted by DrGlass on Sun Jan 16th 2005 at 8:38pm
DrGlass
1825 posts
Posted 2005-01-16 8:38pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Remeber, the normal height of a wall is 128 units tall. try and
keep all your brush work for walls and floors a multible of 16, that
will ensure that the textures fit and look right.
Re: making textures/materials fit without stretching them Posted by David from IKG on Sun Jan 16th 2005 at 10:14pm
David from IKG
60 posts
Posted 2005-01-16 10:14pm
60 posts 6 snarkmarks Registered: Jan 16th 2005
how do i make a brush a specific width and height?
Re: making textures/materials fit without stretching them Posted by DrGlass on Sun Jan 16th 2005 at 11:04pm
DrGlass
1825 posts
Posted 2005-01-16 11:04pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
as you drag the brush creation tool you will see numbers along the top
and bottom, that is it's size in units. There is also a space
down in the lower right that shows the x y z dimentions of your brush.
Re: making textures/materials fit without stretching them Posted by David from IKG on Sun Jan 16th 2005 at 11:08pm
David from IKG
60 posts
Posted 2005-01-16 11:08pm
60 posts 6 snarkmarks Registered: Jan 16th 2005
oh i thought there might be a way to type it in
Re: making textures/materials fit without stretching them Posted by DrGlass on Sun Jan 16th 2005 at 11:43pm
DrGlass
1825 posts
Posted 2005-01-16 11:43pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
its really easy just to drag it, press the "]" to make your grid larger
and make sure that you unit's snap to the grid (press shift+w to toggle)