Mesh face and vertex count much to high for game mesh and texture here (? possibly) but someday in the future may be found in textures and mesh game renderings. Alternately it seems if one could create nice well contoured topology around the mesh design, it seems lower face vertex polys could be done without sacrificing resolution quality.
Lately the probably that I've encountered with textures is that tonal imbalances leads to more obvious tiling overlays which become problematic in rendering more with increasing perspective distances with such textures. Likewise, depth and three dimensional mesh structures can disappear with high tonal variability in such textures. The more obvious solution is to control this by working with more even tonal textures, and then attempting to mimic variable tonal structures where they would be commonplace and desired in the two dimensional texture rendering. Thus, for example, if working with sand and attempting to create sand dunes, generally sand grains themselves may not from a perspective distance appear so highly varied, but as aggregated into structures (e.g., sand dunes) one may more likely encounter higher shadow tonal variations. I found it much easier to create depth in the mesh structure in balance to displacement modifiers and normal maps, rather then color mapping structures like sand dunes. In this case, I chose a marble effect which is actually a bit irregular and containing distortions providing irregularity in the structures of wind deformation patterns that might be found in sand dunes. Overall liked the effective look of sand structure, while this neither apparently matches wind based deformation features that I were looking for, namely, where where consistent and prevailing winds would likely shape features in the same ways as opposed to creating patterns of turbulent distortions found below. Likewise, joins on channels are not found owing to the type of displacement modifier used.
Lately the probably that I've encountered with textures is that tonal imbalances leads to more obvious tiling overlays which become problematic in rendering more with increasing perspective distances with such textures. Likewise, depth and three dimensional mesh structures can disappear with high tonal variability in such textures. The more obvious solution is to control this by working with more even tonal textures, and then attempting to mimic variable tonal structures where they would be commonplace and desired in the two dimensional texture rendering. Thus, for example, if working with sand and attempting to create sand dunes, generally sand grains themselves may not from a perspective distance appear so highly varied, but as aggregated into structures (e.g., sand dunes) one may more likely encounter higher shadow tonal variations. I found it much easier to create depth in the mesh structure in balance to displacement modifiers and normal maps, rather then color mapping structures like sand dunes. In this case, I chose a marble effect which is actually a bit irregular and containing distortions providing irregularity in the structures of wind deformation patterns that might be found in sand dunes. Overall liked the effective look of sand structure, while this neither apparently matches wind based deformation features that I were looking for, namely, where where consistent and prevailing winds would likely shape features in the same ways as opposed to creating patterns of turbulent distortions found below. Likewise, joins on channels are not found owing to the type of displacement modifier used.
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