@ Ulco,
"
What you could do is map all the columns separately (cylindrically) to the same map, but shift them about on the map (which shouldn't be too small then), so they all take some different colors. And/or add a world space variation in TG, which is what I always do."
I'm afraid that this statement just confused the heck out of me. When your talking about the columns, do you mean just the columns?.. So that I map all of the columns in one texture map, and do the rest of the structure separately? And the rest of what you said your talking about using fractals to add color, dirt to the model, right?
@ Andrew
Thank you. But what you wrote was what I was afraid of. I was really hoping there was some point at which all possibilities stem from. A place to work everything to, and then from there decide what needs to be done next. But as I model and think about the final output, things appear to need to be decided very early, even from the very start.
I guess I am trying to model all of these ruins (and un-ruined variations) as heroes. Because I want to be able to use each of them in several different contexts (shots). Very close and rather far away.
There really is no easy way to do this
I fear I will have to do a different version for each variation of each model
And that may be the only "normal" part.
I have to say that Multi UV tile object support would make things a lot simpler for the Terragen part. Then at least I could have all of those UVs in just one map. And still have all the resolution I could ever need.