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Ace-Angel's Avatar
Old (#1)
Hey to all,

I was wondering if peeps had any insights as to how once could truly optimize stairs in terms of texturing and UV.

Vertex Blending? Unique textures? Distorted Tiling? Parallax Mapping?

Cheers and ciao.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
Offline , veteran polycounter, 4,501 Posts, Join Date Apr 2011, Location Canada  
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sprunghunt's Avatar
Old (#2)
what are the stairs supposed to look like?
---------------------------------------
sci-fi base
Robot Hunters Room
CER level
Offline , polycounter, 1,288 Posts, Join Date Apr 2005, Location Massachusetts  
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Ace-Angel's Avatar
Old (#3)
Just a standard box straight stairs. Nothing fancy still since I'm trying to get onto the ropes with them.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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m4dcow's Avatar
Old (#4)
Don't know if it's the best in terms of optimization, but you can make a texture that tiles horizontally and use that on the different levels of the stairs and offset flip the UV channels for every step. Then you can cut into the geometry to break up the silhouette a bit. Use vertex colors to get AO on the edges of the stairs, it may require you adding more geometry so it shades well, but a better tradeoff in my mind than making a unique staircase.
Offline , polygon, 749 Posts, Join Date Jan 2010, Location St.Lucia, West indies  
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Adam L. Gray's Avatar
Old (#5)
Parallax mapping!

http://www.neogaf.com/forum/showthread.php?t=435670
Adam L. Fransson - Freelance Environment Artist... Nyu~
Offline , triangle, 444 Posts, Join Date Mar 2009, Location Sweden - Varberg  
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Ace-Angel's Avatar
Old (#6)
Thanks for the info peeps, keep 'em coming!
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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