What is the best approach when applying 2K tiled textures to unique UVs?

Hey just a few quick questions;
I have subscribe to and use www.gametextures.com

  1. Is it a good idea to texture with 2k textures?

  2. I have a few custom models that I want to texture, such as a door.
    None of the textures on www.gametextures.com fit the UV, obviously…
    Should I slice the textures up using Gimp and apply them to the UV (losing resolution), or is there another method of doing this?

noob questions, I know, but we all start somewhere !

all your help is appreciated! thanks :slight_smile:

Hi TheMunky,

There are different ways you could approach this for sure. You’re method is definitely one approach that is feasible if that works best for you. Another method would be to use multiple materials for different parts of your model. Since a lot, if not all, the textures from GameTextures.com are tiled you can apply the material to a specific part of the model without the worry of it affecting other geometry.

I’m not sure what modeling software you’re using but in Max this is referred to as a Multi-Sub-Object material.

To better illustrate through example with the Multi-Material workflow:

I have a door model that has three materials assigned to it all using tiling textures.
Mat 1: Main Door body
Mat 2: Handle
Mat 3: Glass

Since these are all separate Material IDs they can utilize more UV space, even overlapping without worrying about UV resolution as much. The only thing to remember is that if it is intended to be a Static, non-movable, mesh you will want to make sure that all these UV islands are not overlapping in your second UV channel for your lightmap.

I hope this helps and if you have any questions or something was confusing feel free to ask! :slight_smile:

Tim