I am pretty confused. I thought in order for a game engine to read textures correctly they needed to be in the 0 to 1 space on the uv sheet. This guy made a texture atlas and they extend the border. How would this work in engine? What am I missing?
Skip to 10:00 and check it out. I understand if it was for a render it would be fine. But I am confused because these are for a mobile game.
https://www.youtube.com/watch?v=gyJKHmDAH2Q
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The more you extend your UV'S, the more blurry and less accurate it will be.
Is not something that should really bother your workflow, try to keep them as much as you can inside 1/1 of course, but no engine should care if you place them at 5.5
I've never experienced that issue, is this something that comes up at crazy scales?
Laying out your UVs passed 0-1 is very important for environment art, that's how you tile textures.
At one point I was making complete zones inside of 3d studio max, I would select all the terrain that was grass, flatten map it (using the iron in textools) and relax. It was a fairly low spec game so I believe the scale was 256 pixels = 1 meter.