wish method is the correct ?
the tiling texture is the method of making the textue ?
or just the texture have to be repeatedly laid out on a mesh without visible seams like you say and without care about the method of texturing ? please help
Slice/cut the polygon surface in segments matching the aspect ratio of your texture (1:1?). Then cut up the UV's along those newly created edges and you should have several identical UV pieces. Place these above each other. Now make sure that all of these "stacked" uv's are normalized/aligned to your texture in the UV editor.
There you go!
Although judging from the image you have some stretching going on. Your texture source seems fairly quadratic while your polygon segments seem more rectangular.
Comparing the actual polygon shape (in 3d space) is more like a rectangle, but on the UV sheet, the texture is a square. That's why it is getting stretching. Putting a square texture on a rectangle shape is going to stretch it a bit.
Ah ok gotcha. I see it now. Yeah, I was going by the mathematical/dictionary definition of quadratic when I glanced through this thread, which is what threw me off. English is probably not your first language, so I think you meant 'squarish'.
Ah ok gotcha. I see it now. Yeah, I was going by the mathematical/dictionary definition of quadratic when I glanced through this thread, which is what threw me off. English is probably not your first language, so I think you meant 'squarish'.
Cheers
No you're right. Swedish is my first language
I realized the issue once you pointed it out. Meant squarish or "square like" even.
Replies
Your texture doesn't really tile.
Here's an example of a tiling texture:
As you can see, this one can be laid out next to itself without any visible seams:
Check out this tutorial, found on the wiki:
http://www.twisted-strand.com/ut_tutorials/text_tut/index2.html
Oh and please feel free to correct me if i've missed anything (like the whole point :P)
so when like i wanna texturing a wood ground
i just use that one
or i make a big one for ground in photoshop :
Just be careful about using tiled textures like that on large surfaces, as it can quickly make it look very repetative (obviously) and unrealistic.
Glad i could help a bit
i make two exemples 1 and 2
and i use two method to texture it
wish method is the correct ?
the tiling texture is the method of making the textue ?
or just the texture have to be repeatedly laid out on a mesh without visible seams like you say and without care about the method of texturing ?
brick1.tga brick2.tg ...... brick4.tga
so when i want to export my object to udk @_@ .. udk give one diffuse no 4
on that work
http://www.bro3d.pl/portfolio/contractworks/bond/carriage02/carriage02.htm
he didn't use tiling texture
and please give me exemples for tiling texture
Slice/cut the polygon surface in segments matching the aspect ratio of your texture (1:1?). Then cut up the UV's along those newly created edges and you should have several identical UV pieces. Place these above each other. Now make sure that all of these "stacked" uv's are normalized/aligned to your texture in the UV editor.
Although judging from the image you have some stretching going on. Your texture source seems fairly quadratic while your polygon segments seem more rectangular.
Hope that helps.
What Jimmy said
His texture source seems to resemble a square, while the polygon segments are more rectangle like. This should mean he has stretching going on.
Cheers
No you're right. Swedish is my first language
I realized the issue once you pointed it out. Meant squarish or "square like" even.
Anyway, back to topic.
here are some crude examples, but hopefully they get the point across-