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
there is hte uv's i did for a 2x1 plane, that would tile twice across the x axis.
At least that is what i think..
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.