AdorableRuffian
New member
Well I bought TRS2006 a little while back, and have spent a few weeks finding my way around, putting together a few very simple routes and so forth. I'm amazed at how easy Surveyor is to use, but I'm finding one aspect of it extremely difficult to get my head around, namely ground texturing. I can't quite figure out how it all works.
To begin with, I painted all of my baseboards with a single grass texture just by holding down the ] key and dragging the texture tool. This resulted in a smooth but bland-looking grass surface, resembling a billiard table in appearance. However, when I tried to add some different textures on top of this to make it look realistic, I ended up with an awful, jarring "patchwork quilt" effect, no matter which textures I used or which way I rotated them.
Many of the routes supplied with TRS2006 look absolutely wonderful - the textures completely blend into each other and look like real terrain. I've tried to study how this ultra-realistic texturing is done, having moved the "texture passes" performance slider all the way to the left so I can see the individual texture squares, but try as I might I just can't reproduce these techniques in my own routes at all. The texture tool seems to be too coarse even at the smallest radius setting, painting multiple texture squares at once.
While I'm having great fun learning and playing with the other aspects of Surveyor, it's frustrating that I haven't been able to progress on the texturing front. If anyone is able to steer me in the right direction, I'd very much appreciate some pointers!
To begin with, I painted all of my baseboards with a single grass texture just by holding down the ] key and dragging the texture tool. This resulted in a smooth but bland-looking grass surface, resembling a billiard table in appearance. However, when I tried to add some different textures on top of this to make it look realistic, I ended up with an awful, jarring "patchwork quilt" effect, no matter which textures I used or which way I rotated them.
Many of the routes supplied with TRS2006 look absolutely wonderful - the textures completely blend into each other and look like real terrain. I've tried to study how this ultra-realistic texturing is done, having moved the "texture passes" performance slider all the way to the left so I can see the individual texture squares, but try as I might I just can't reproduce these techniques in my own routes at all. The texture tool seems to be too coarse even at the smallest radius setting, painting multiple texture squares at once.
While I'm having great fun learning and playing with the other aspects of Surveyor, it's frustrating that I haven't been able to progress on the texturing front. If anyone is able to steer me in the right direction, I'd very much appreciate some pointers!