I'm working on a "system" to create tileable 3D map objects.
Of course, this comes with two challenges...
1. Getting the textures to align seamlessly across tile pieces
2. Getting the tile pieces themselves to line up.
Both of those are doable and I already have that part figured out; mostly just the tedium of making sure vertices on shared edges will be aligned, etc. And the texturing is just making sure the textures are tileable themselves, and then are mapped to make sure their edges line up at the edges of the objects (if that made sense).
Here's the bit that I'm a bit stuck on.
Getting good results that I can then export as a "baked" texture map (including AO, etc baked into it).
I know that if I use the GLSL texture blending approach you can find tutorials for online, it will only look good in Blender, but won't look as good in external programs. I believe you have an article explaining that on this site, kat.
So my conundrum is... What is the best approach to use to get a nicely multi-textured set of tiles that will export with all texture and UV info intact. I mean, I can use Blender as a prototyping app.. no problem there. But what about getting those objects into another engine?
I've done a bit of searching on google, youtube, vimeo, etc... and every example I find is using glsl via the material editor or via the node editor. Again, I can't rely on the results GLSL gets because that won't apply outside of Blender.
...
Just to illustrate the effect I'm going for, if you're familiar with Final Fantasy XI, their area maps are all built out of tiles. Unlike the trainwreck that is FFXIV however ("copy pasta'd terrain", etc), they actually did a great job with it in XI.
Here's a couple good shots to show you how a couple zones look from above. If you look closely, you can see some of the repetition. SE did a great job with the tiling in this game; everything is homogeneous enough that very, very little "jumps out" at you as being repeated... and even then, you have to be looking for it.
First is of a zone called Buburimu Peninsula (this is a map used by a guild for a raid-like event in game, hence all the lines, etc)

And another from part of Attohwa Chasm. You can really see how tiling was used in this shot.

What's interesting is that, at ground level, you really can't tell you're in a tiled environment, everything is so well put together.
Again... I really don't know what the hell they were thinking with FFXIV or how anyone at SE let that go as-is.
[EDIT] edited the topic title to fit the question better, makes it easier for searching. Cheers. >kat<