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P0-B5: Part 1271: Debugging, Improvements

by on Jul.02, 2023, under Astral Realms, P-0, P0_B5, Software and Games, Software Engines, Spirit of the Stars, Spiritus Astrum

I have mostly finished the artwork for the new city apartment building, as well as some new inventory items.

I spent some time trying to figure out the correct way to texture large objects.

In the end, I decided to use a combination of techniques.

Firstly, split the large object up into smaller objects when it made sense to do so (So, have different objects for interiors and exteriors, for details and for the main texture, etc). Then use geometry to cover the seams, so add door and window frames, etc, to cover up the seams between sections of the building.

Secondly, use repeating textures when possible (Such as windows, simple wall sections, etc).

Thirdly, use high resolution textures (4k) when all else fails, such as for large exterior areas that can not be realistically broken down into smaller chunks.

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