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Blender 3D 2.49 Architecture, Buildings, and Scenery by Allan Brito

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Chapter 9. UV Mapping

If you try to use textures on any kind of 3D model, you probably know that one of the biggest problems of textures, other than making them, is the adjustment process required to apply the image over the surfaces. Most people simply tile the textures, using a small image to fill up a big surface. It may even look faster, but the end result is very artificial and poor.

This occurs because the viewer will be able to see a lot of repeating patterns, making it very clear that this image was produced with a computer. Repeating patterns are associated with computers and artificiality.

How do we solve it? Avoiding the use of tiled textures is the first step. But, if we avoid them, we still have to fill up the surfaces of our models ...

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