Hullo thar, i've been messing around with unity some and trying to make some environments here and there. Complex shapes within a level (statues, torches) typically need their own texture maps and uv layout. However the bigger flat areas where I want simple tiling, tile floors, walls, ceilings can share the same uv space. In this uv space for the simple areas how do devs make things tile easily. In UDK for the basic walls you can just create a primitive within udk and then click a wall, click a texture, adjust how much it tiles and your done. Is there a way to do this in maya using polygons. (i think nurbs pretty much have the same workflow as dropping a texture on something in udk)
so basically i want things to tile on big flat planes, without having to make the texture tile in another program, without making redundant faces to force it to tile, and i want to do it within maya.
possible, yes or no?
Replies
Hopefully this is what you needed, but I could be wrong.
cause most engine could read it...
Also i have to match the repeat uv's ratio to the ratio of the rectangle, thats pretty easy to eyeball though
thanks
This also saves space because i could have a nicely detailed 128^2 diff and bump, and tile it alot so it looks like a nice big 1024^2
by the way, is there a performance difference between 128^2 times 8 and 1024^2 ? I know one is smaller to load into ram, but rending wise is one faster than the other?