In my last two blog posts, I talked about temporary textures, and how to use those to make final textures. In this post I will point out some of the main reasons I am building assets this way for Overgrowth.
This is the wall and pillar I am using as the main parts of a larger palace object. On the top row I am using a version of the texture to show off exactly how each texture area is used. Although the technique of using tiling images in video games is almost as old as video games, the more recent version of this technique where the texture matches up with the details on a specific model is a bit trickier.
Once you are happy that you have a fairly useful texture that looks good for what you need it to do, it is fun to experiment with different configurations. Here is an asset I built in 20 minutes using the same texture sheet.
I kept the texture fairly simple, but as I get more experience with these techniques I think that it will be easy to do some more complex things like dirty or damaged patches for tilings walls, and fitting more useful things on the same sheet!