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Best Way to Unwrap/Texture Interior Tunnel?

Cyph3r
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Cyph3r polycounter lvl 9
Hi all, I'm making a handful of modular interior tunnel pieces to drop into unity to create a procedural level creation system using the modular pieces. But it's been a while since I've done environment assets and I just wanted to ask, whats the best way to unwrap and texture this:

InteriorTunnelTest.jpg

Should everything be unwrapped onto one map? walls and floor separate? I don't know, if someone could do a quick doodle on what they would have the UV maps as that would be amazing (I find it a bit difficult to get what people are trying to explain over text sometimes).

Thanks

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  • Cyph3r
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    Cyph3r polycounter lvl 9
  • ZacD
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    ZacD ngon master
    There's a dozen ways to do it, and no wrong answer. I would probably have separate tiling textures for the floor, wall, and pipes, and use vertex painting and some shader magic to add variation. Just do what is quick, easy, and looks good.
  • Cyph3r
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    Cyph3r polycounter lvl 9
    ZacD wrote: »
    There's a dozen ways to do it, and no wrong answer. I would probably have separate tiling textures for the floor, wall, and pipes, and use vertex painting and some shader magic to add variation. Just do what is quick, easy, and looks good.

    Yeah that's what I thought, but I may just be being unbelievably stupid right now but when I unwrap the wall/floors to not have any stretching, they dont fill up a square texture size? I have a feeling I'm completely misunderstanding how I should be going about this but is there any goto references on how to best go about tiling textures? Should I have created the the tunnel to a specific size? Thanks for your help so far ZacD
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    Scale your UVs past the 0-1 square, outside the square textures tile.
  • Cyph3r
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    Cyph3r polycounter lvl 9
    TunnelUnwrap.jpg

    Like this? Or am I being completely stupid?
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    That's it. Apply a texture to it so you can see it tiling. You should also research texel density - figuring out how many pixels per meter you want to use. I don't know much about current gen specs, I'm guessing 1024 per meter?
  • Cyph3r
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    Cyph3r polycounter lvl 9
    Ah okay, but lets say I now apply a 1024x1024 tiling texture to it, it wont tile very well because the wall isnt twice as wide as it is high? Instead of tiling twice every wall section so it matches perfectly, it tiles 1.5x every section, so the end of the wall meets up with the middle of the next texture tile?
  • ZacD
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    ZacD ngon master
    I would just unwrap the ceiling with the wall because it's a soft curve. Otherwise when creating a modular piece, you need to plan how its going to fit on texture sheets. You can always just tile a texture horizontally and use the top part of the texture for other parts of the scene.

    Also if you are going to do vertex painting, you will need to add some extra polygons and verts so you can actually paint them.
  • Cyph3r
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    Cyph3r polycounter lvl 9
    Right yeah Ive got you now, I actually just remade the piece so it was twice as wide as it is high, rather than like 1.7x as wide as it is high. I understand now though, thanks guys :)
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