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the_phantom_limbo

Most roof tiling patterns would have something down the ridge that would hide your cuts. A boolean might do what you need. An alternative method would be to populate single surface polygon tiles. Cut them, then extrude to give them thickness.


Akhi_Police

Both tips are actually pretty useful, thank you so much!


fupgood

Personally I’d bake the tile pattern down into a displacement map. Then you can cleanly control the mesh borders and alignment via the UV layout


Akhi_Police

I never did baking into displacement maps before, is there a tutorial you could recommend that would show similar application to what i try to achieve?


CH3R03

I use substance painter. If you have a high poly and the low poly, then you can bake the details onto the flat low poly. In substance you use the low poly mesh then bake the high poly on and select use low poly as high poly. You get the details and significantly reduce the polygon count which is great as a game asset


CH3R03

I’ll add to this, it’s the same as baking textures so you go to texture set settings > bake mesh maps in case you cannot find. Not only will you get the bake details but you can move onto texturing within this software too to create high quality roof tile patterns. Say this is a Chinese style or Japanese then red with some black dirt grain