Starting to re-think the way I approach my procedural-yet-regilar-tile-based roof meshes to make them smoother and more detailed. Does anybody have any resources or advice on that type of thing?

#indiedev

@lisyarus Ooo, hay. That's tough.

My advice on roofs is that the textures aren't usually the issue: it's more that there's no variation in the meshes themselves.

Add-ons like little windows, chimneys, or tufts help, but the biggest help is to add in the seam down the middle - old rooftops have a "mounting beam" where there's a clear seam, even if you plan to keep it hexagonal.

These are all relatively easy to add in as mix-in meshes.

@lisyarus This is for 4-tiles, not 3-tiles like you've got, but there's a lot of very interesting reading on this sight about understanding Wang tiling, edge-vs-corner tiling, and optimal tilesets. Unfortunately not a direct answer to your problem, but it might help you gain clarity to come up with your own solution: http://www.boristhebrave.com/permanent/24/06/cr31/stagecast/wang/intro.html
Wang Tiles

Stagecast puzzles, games, animation and sims