Hello! Just want to ask a question on how you would go about doing something like this with a tiling texture:
https://sketchfab.com/models/6de6285caa834faabc1a81427bd58c83If you see his model in wireframe, there is geometry at the walls and it isn't simply texture stuck onto a flat geometry:
So far I tried to replicate this by:
1. Applying texture to geometry
2. Extruding geometry where it is sensible to do so.
3. Re-UVing the geometry.
4. Completing the texture.
This seem to take too much time and it feels like I am doing something wrong. Is there a different workflow I can take to replicate this faster?
Replies
If you're using Blender, which it looks like you are if that 3D cursor is any indicator... then your options aren't great because its UV preservation only works with sliding. Still better than nothing though.
You could also apply the texture to a flat plane and model/break off chunks of the texture you want to separate and place them on top of your roof plane. I do this for Mobile games all the time.
Good luck!
UVW Mapping
Poly Select
Editable Poly
Working in the bottom modifier, you can model however you want. And uvs are automatic. Just turn on Show End Result.
Poly Select modifier is there to prevent the sub-object selection from restricting the uv modifier.