   Trying to get this texture looking right
  I am developing a post apocalyptic online 3D RPG,i have a lot of the meshes and world done and now I am starting on the texturingBelow is an image of one of the pavement textures, i am trying to get it looking perfect (it has 4 sections) but can't quite decide if this is good enough or not.http://www.fallen2020.com/uploaded_images/Floors0102D-744843.jpgwhat would you change about this image, baring in mind that the game is based in the UK so pavements may look a little different from the states   
  The biggie is that it simply isn't tileable. Also, the distinguishing areas between the pieces are huge, which means that their repetition is going to be very noticeable. You're going to need either a lot more samples or find samples that are just a lot more homogenous.Also, this is more of a Visual Arts topic than a Design topic [wink]   ;Quote:Original post by zer0wolfThe biggie is that it simply isn't tileable. Also, the distinguishing areas between the pieces are huge, which means that their repetition is going to be very noticeable. You're going to need either a lot more samples or find samples that are just a lot more homogenous.Also, this is more of a Visual Arts topic than a Design topic [wink]They are tillable actually, only vertically (they are meant to only tile vertically) and each tile is different, it does look ok when tiled. the space between the tiles was intentionally made that wide for overgrowth, bushes etc.Also in the game there will be a lot of stuff (ie ruins, burned out cars, rubbish, and other random crap) on the roads/pavements so I'm not to bothered about the tiling, also the roads will be a bit bendy   ;  To me its quite ok but I am used to my own programmers art [grin]. To really tell if it is "good enough" you would have to provide a screenshot with a rendering from the game itself. This can screw up or boost the quality of a texture quite a lot eg. when using bump mapping, parallax mapping, mipmapping and appropriate filters. Just as in programming it boils down to: premature optiomization is the root of all evil. Just go with it until you find the final result (as opposed to the image when viewed with a 2d painting software package) to be in urgent need of improvement.   