Author Topic: Best Tri-planar projection method  (Read 1085 times)

I'm trying to figure out the best method for using triplanar projection. I have a large environment mesh that I want to cut up into parts. It is a cave system  and has no natural places that would make it easy to hide a mesh seam, so I figured triplanar would be the way to go, but do I still need to create a texture set for each mesh part?

Perhaps this post doesn't belong in this section, but I'm not sure where else to put it. Ultimately, I want the textures out of Painter to seamlessly transition from one mesh to the next.

Last Edit: July 25, 2016, 06:23:16 am