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To tile the model simply create an instance of the model and snap the corner verts to its adjacent model. By repeating this you can create a virtually endless rock face that can tile in both directions.
The model contains no holes whatsoever and not a pixel of wasted UV space. Each rock has been carefully UV mapped and relaxed to remove texture stretching.
Comes with the following maps (all 2048 x 2048)
For maximum effect, rotate the tiled geometry 45 degrees to help hide the tiling effect.
Note: The 3DsMax version contains vertex colors, as seen in the images. This method is like a ambient lightmap except is it baked into the vertices of the models, the advantages of this is that it doesn't use any extra texture memory to create the light and dark areas. I have included screenshots of the model with the extra normal map and specular map applied as well as only just the diffuse and vertex colors. This will allow you to see what it looks like in various lighting and material setups.
Note: Only the diffuse map is applied in the model. You can easily apply the other maps if your software supports them.
For your convenience I have also created a 3x3 tiled example of the model.
All images are from a real-time display. (NOT prerendered)