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UVW Mapping (Tiling) Help

I have started doing modular buildings, and I am currently doing the inside of a hall, question is in my UV Map I want to tile a texture, now is there any way of doing this on one polygon on a texture sheet (where the texture does not meet the edges of 0,1 space) I know I can do it by splitting a polygon in more parts, but I was just curious whether or not there was another (more efficient) way of tiling whatever the face in the UV map is touching.

I hope this made sense, and I hope it's not a completely idiotic question.

Thanks.

Example:
examplepq.jpg

Can I tile the orange texture across one polygon even though it's not touching all sides of the 0,1 UV.

My best texture work ;)

Replies

  • rumblesushi
    Basically no. Obviously multiple tiling within one large polygon works by tiling the entire map.

    Tiling within 0 to 1 space has to be face mapping, ie a section of the map has to be mapped to each polygon.

    Which method is best depends on your engine really. If you can render batches of polygons, reducing draw calls by combining textures is going to be your best bet, with the extra polys created for the tiling having less overhead than the extra draw calls.

    If whatever engine you use doesn't support batching, then the extra polygons are probably going to entail more overhead, and thus it would be better to tile one texture across a large poly.
  • SteveyConlan
    Ahh right cheers I didn't think there was a way but I thought I would check, looks like i'll have to keep splitting up my polygons then :P

    Thanks a lot. :)
  • rumblesushi
    No problem. You're probably on the right track, as pretty much all modern engines/GPUs render in batches, so the more you can cram onto one map, the better ;)
  • SteveyConlan
    Yeah I thought it was alright but thought it would be best to check, on models people have produced and shown the wireframe, I do recall seeing polygons sliced up, it's just clicked but anyways thanks for that. :)
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