Is it possibe to tile a part of a texture on some parts of a model, without "folding" faces? While still using the texture normally for the rest of a model. Or do I need to just use a separate texture to do that? If so, would it be more optimized to make that part, that is using a separate tiling texture, its own object/mesh?
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The only way to use tileable and unique textures in the same image file is to arrange them so the tileables only tile in one direction and span across the whole texture in that directon. That leave space to add other tileables or unique textures in the non tiling direction. In the image below, the stone textures tile only in U, so we can just stack additional textures in the V direction.
There's also a nasty technique to flip / mirror the UV's to create a pseudo tiling, but that's so old school it hurts,
Target is multiplatform PS4, PC, maybe xbox. Working in Unity. It's an FPS game.
Are you saying to put the UV's of the to-be-tiled faces in the outskirts of the main texture square, and have the texture go past the normal texture square to also? Trying to wrap my head around it before I go modeling all my stuff wrong. I'm learning texturing in Maya, and trying to figure out the most optimal way. Working out of Unity.
Ok, so that hole thing is one texture? and the tilable part is out of the normal UV square?
EDIT: does not matter what engine are you using... It is general technique.
I'm trying to understand, how does the modeling program know which parts you want to tile with and which are unique? Do you just stretch the tiling parts past the texture and it repeats itself in the direction the UV was overflowed?
I have experience unwrapping and texturing characters, but not with tiling. So trying to understand how that part ties in.
EDIT: I googled thirding, but that doesnt seem like tiling/unique combo? But using tiling in sections. Correct me if not. Thanks
Each element below is made to tile on it's own (being stipes or bricks...and some tests that didn't turn out too good
All the elements are placed tp specific numbers in PS beforehand. Then I used textools to map my polys perfectly to the tiling numbers on the sheet. Then I do elements that I tile. Heavier on the polygon side but for what I had to do it was fine.
And this is where I only need to tile in one direction (horizontally).
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Less hassle but less possibilities.
Thirding (courtesy of poop) is the same principle applied only to the middle part while top and bottom are unique
EDIT: Although, I guess I may need tiling within a modular piece as well.. Hmmmmm...
The uv range for that texture is 0 > 1 for both U and V, as it is for all textures. Because it's non square, it's aspect (1:2) may confuse.
Let's say that texture is Width=512 px and Height =1024 px, the u range is from 0 to 1, or 0px to 512px. The v range is 0 to 1, or 0px to 1024px.
So the tiling part's bottom left corner is uv = (0,0.5) or (0, 512)px, and it's top right is uv = (1,1) or (512,1024)px. hth.
@fr0gg1e
Just wondering, which engines won't understand UV tiling? And UDIMs are a very specific case (MARI?) and require converting.
Makes sense now, thank you! And so I suppose I could also do something like this, and have the faces that will tile to be within the top right, in the red, and it would be able to tile U and V?