I’m just wanting to make sure I’m doing things in a right way, so the result satisfy and looks good? good enough? or is it something to do with the personal style?
When rotating brushes for example 15 degrees in Trenchbroom it automatically rotates textures, but if I ever need to manually start calculate angles (which I did), when modifying brushes afterwards. Then increasing or decreasing the degree value change from the default rotation, I can make the textures to match each others specific pixels, but not all of them - because that’s how it’s. For the eye it looks more or less
depending on the situation, like some one has sliced some pixels. Is it the bad thing or not?
So I’m asking, is there some mathematical theories I have to follow, when ever I rotate textures? Is it well made texture working if for example in stone bridge textures in different angles, they all follows the specific lines “bottom line”, “middle line”, “top line” etc. It’s hard to explain what I’m asking, especially when my english skill aren’t that great at all.
Here is the picture and bunch of text trying to explain what I’m struggling.
Everything related to the “professional way of dealing with textures when rotating brushes” can be said, I’m very eager to know more about good architecture, “Quake principals” and so on.
I love to watch Custom Gamer’s let’s play Quake maps, and I often hear things like - perfectly lined… what does it mean? When the texturing is perfectly lined, in Quake or in overall?