Hi everyone,
I'm trying to find a nice workflow to create levels for my unity project
I would love to create the level (one of several) in max and export it as one object into unity with one big texture atlas for each level.
Now I'm wondering how I can manage the tiling textures
Without any further knowledge I would build little mesh-peaces which are correctly UVd and build the level like with lego stones
That could work quite well but I'm wondering if there is a way to wrap the textures around even when working with a texture atlas. And if this is possible to display in max AND works in unity
Would that be useful in any way or should I stick to the floor-peaces I snap together?
edit: idea behind the whole thing is to reduce polys per floor (but maybe that's not too clever with vertex lights but maybe lightmaps would be better so I'm just curious)
Replies
Set it up so that any UV coord over each increment of [UV space divided by number of tiles] gets reset to [0 + remainder]. Then add a default row/column value to pick a certain area of the texture atlas to repeat.
I think your best option is probably going to be building it out of little pre-UVed blocks.
cheers!
btw.. I'm waiting for your shader fusion thing.. desperately