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  3. Tiled Textures for Rooms and Furniture
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  3. Tiled Textures for Rooms and Furniture

Tiled Textures for Rooms and Furniture

This article was provided by @Keodi.

This is a guide to changing how much a texture repeats over an area of a product and should work for most types, it is especially useful for rooms where instead of repeating several times you can make one image fill a whole wall! It is experimental, there are few hard and fast rules, the best results come with trial and error.

We will use an IMVU, Inc. chair to demonstrate.

First let’s change the texture so that we can clearly see what’s happening:

Next, we are going to create a static animation. This is achieved by only filling out the green areas in the image below and leaving the red areas blank.

The numbers in the first column (Cell Width & Cell Height) must follow the rule of 2 for your product to work reliably for your customers. The rule of 2 means only using the following values: 2, 4, 8, 16, 32, 64, 128, 256, 512. They can be used in any combination, for example 128×16. With this tiling reduction method the smaller the value, the bigger the texture will grow.

The animation On box must be ticked.

Example:

Now that the texture is bigger we are going to centralize it on the largest upright part at the back using the next column’s offset values. Keep in mind, whenever you move one part all the other parts of the same texture will move equally. Experiment with the numbers in there until it looks right.

Next we can change the ratio of the texture from square to rectangular:

This on its own can be useful.

As noted before, any combination of “rule of 2” values can be used to achieve different effects:

Updated on June 8, 2020

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