Hi Guys,
I'm currently working on a modular piece for my portfolio in my spare time when I'm not at work. I haven't really made anything modular before in that everything can be reused/shares the same texture sheet etc.
Whilst I'm taking up this project, I'm trying to learn as much about it to make it much easier and further my understanding; however things I've noticed in tutorials seem to be contradictory to what I've been told previously.
The video in question is 3D motives modular workflow:
https://www.3dmotive.com/v101002
In which shows everything UV mapped in the 0-1 space, as seperate chunks to then be reused, with a larger brick section; however I was always told these could flow off the 0-1 UV space to make it repeat? Or is this not possible within game engines?
I was also told, that 1 Unreal Unit is 1 Maya Unit if you set the grid up properly and these units are equal to a 16grid unit and is therefore 1 foot...
or somewhere along those lines... I'll post the texture sheet from 3D motive below.
Replies
Apologies Zac,
I'm not too good at this approach so forgive me if I sound a little silly.
When you mention that ideally I'd have to use a seperate texture, why couldn't I possible just have some UVS hanging off my 0-1 space for it to follow on; by that i mean something like this:
and to be honest, I'm a little lost with the UV seam implementation; or the idea of using an additional map for Tiling Textures.
So, I'm guessing although this works in 3D software; this isn't the behavior of UVW space in game engines?
I would greatly appreciate further clarification on this!
you could just try it you know since this is the behaviour of game engines unless the texture is set to clamp.
I wanted clarification so that I don't spend hours on something, and then get critiqued on how I could have optimized or done it in a different manner.
I'd rather know from the offset whether or not something can be tiled using the 0-1 space in the manner I suggested or if its easier to use the 3D motive technique rather then fighting myself making an environment in a much less efficient way.
when I said just try it I said that because you will understand better once you do it your self. also this would not take hours just a few minutes.
Greatly appreciated to both Passerby and Zac D - amazing.
Obviously this would cause issues with normal maps though?
Shameful bump!