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uv tiling for grounds.

Hi everyone.
I have a pretty newbie question.. was wondering if you can answer.
So i just figured out that to do tileable textures when unwrapping, you need to add geometry to the model.
Now what if i were constrained to 2 or 3 textures for an entire scene, were its got huge mountainous terrain... Adding all that geometry would weigh in alot of the scene.. considering its for example a mobile game, i dont think it would be possible.
This would be easy to just add a texture to the terrain and make it tileable, but because of the constraint that is also not possible.
So how would this be solved?

Replies

  • passerby
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    passerby polycounter lvl 14
    things reapeat past the 0 to 1 UV space, so if you had 1 UV island for a plane that was 4 times the size of 0 to 1 space it would repeat, on the points that go outside that area.

    uvtileing.PNG

    there is hte uv's i did for a 2x1 plane, that would tile twice across the x axis.
  • M1KES
    Thanks for the response passerby. I know that it repeats passed the edges, but as it has a constrained number of textures files, it would need to fit in with the rest of the objects on the same sheet. So it would not work as it would tile the rest of the objects on the uv map.
    At least that is what i think..
  • passerby
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    passerby polycounter lvl 14
    ah, than in the case of you have multiple things on 1 texture, you would need to make loop cuts, s you can spilt the UV's and stack elements.

    the extra geometry actually wont effect performance that much, i find i mostly run out of memory before i get slowdowns from having too many polys on screen.
  • M1KES
    passerby wrote: »
    ah, than in the case of you have multiple things on 1 texture, you would need to make loop cuts, s you can spilt the UV's and stack elements.

    the extra geometry actually wont effect performance that much, i find i mostly run out of memory before i get slowdowns from having too many polys on screen.

    I didnt think that adding the geometry would be so bad. But i was wondering how it would be for mobile platforms, as i know it has much more constraints.
    Also i was thinking in extreme cases that with the texture limit and polycount limit how would it be for a very large mountains (with a bunch of props scattered all over) scene for example, where i think it could add too much geometry that way.
  • Autarkis
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    Autarkis polycounter lvl 8
    well it also depends on the engine that you are using for the game the environment is going in. But yeah, cut in your geometry and have it tile across the texture that it needs to have on your atlas. It sucks, I know! In unity, there is a way to actually have UV's tile across a section of your atlas, I've seen a few scripted ways on how to do it, but I haven't tried it yet.
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