Big improvement! Since you're using this for a cutscene, with the right camera angles you should be able to hide the tiles - for instance, shoot the cliff from the side, or above, and use cuts rather than pans and sweeps to avoid anything nasty showing up.
Tiling is a real problem, more so than with some game SDKs I find. For reference, take a look at BioWare's own maps. They go to great pains to avoid tiling, mostly by blending many textures together, or creating more complex terrain geometry to hide repeating patterns. They also tend to set up texture UVs on the small side - I use higher numbers because it makes textures look sharper, but this makes tiling more apparent.
My recommendation above all else is to get multiple textures that look similar to each other and use them to complement each other. If blended properly, it can actually be very hard to tell where one texture ends and another begins, and surfaces will look more natural. Try thinking textures less as terrain types and more as paints - you can still have a desert that looks like a desert without just having one cliff type, one sand type, etc. There are multiple smoothing grades on the texture brush, so make use of them to achieve more subtle effects.
Take a look at this example here, from the Dalish camp level:

Note how they use the trees to break up space, as well as the lack of plateaus and other flat spaces - you'll find most of the cliffs in Dragon Age are very bumpy and uneven, and this is to help hide tiling. Additionally, there are three textures being used there, but it looks like more because the transitions are well hidden and it's rare to see just a single texture in one spot. While you can sort of pick out the tiling if you look for it, in-game no player is really going to notice.
Modifié par sea-, 31 juillet 2012 - 05:54 .