I'm working on a voxel game, and I have some problems with texturing. I have read the related questions on this stack exchange, but they seem adressing a generic problem (using triplanar texturing), and I think mine is simpler.
You can see that the resulting geometry contains a limited set of polygons. Last I checked I saw only 44 of them. My idea was to uv map these polygons to a regular texture using a static map table, without having to use any triplanar texturing (currently, every polygon is mapped to the same values, so it's ugly).
My questions :
- Is it valid ? It seems much simpler than triplanar texturing, but I can't find a single resource on the subject, so I'm wondering if it's a right approach.
- Where can I find / How can I generate a UV map for this kind of geometrical figure ? I have tried to use blender but it seems like my blender-fu is not strong enough. Is there some simpler software to generate UV map with models like this one ?
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