I am creating a medieval city.
I am trying to break a bit the perfect structure of the CGA basic roofs and curve a bit the surfaces (think of a Chinese traditional building for instance). Right now my workflow consists in a recursive CGA rule that splits the roof on the vertical axes and scales the upper portion of a given factor, and then repeats the whole thing a couple of times.
I like the result a lot but the problem comes when is time to texture the thing.
If i project the UVs before the recursive rule (blue example), the UV get progressively distorted vertically. If instead, after the rule, I comp split the different roof sections in faces (purple example) each face gets undistorted UVs but overall the UVs become discontinous. I'd like to find a way for the curved planes of the roofs to have a single UV "flow" (like in the green example).
Can anybody suggest me a way to obtain this result? of if there is a more efficient workflow even better!
I'm trying to obtain it using CGA without importing a premodeled geometry from a 3rd party software, so that the rule can be applied easily to any base shape.