Hi Guys, I'm currently working on a modular piece for my portfolio in my spare time when I'm not at work. I haven't really made anything modular before in that everything can be reused/shares the same texture sheet etc. Whilst I'm taking up this project, I'm trying to learn as much about it to make it much easier and…
things tile on there own as they extend out of the 0 to 1 space. or in a case like this where there are many textures in the layout you can simply just map multiple polygons to the same part of the texture to tile things, addseams if needed. when I said just try it I said that because you will understand better once you do…
I wanted clarification so that I don't spend hours on something, and then get critiqued on how I could have optimized or done it in a different manner. I'd rather know from the offset whether or not something can be tiled using the 0-1 space in the manner I suggested or if its easier to use the 3D motive technique rather…
So, I'm guessing although this works in 3D software; this isn't the behavior of UVW space in game engines? I would greatly appreciate further clarification on this!
Apologies Zac, I'm not too good at this approach so forgive me if I sound a little silly. When you mention that ideally I'd have to use a seperate texture, why couldn't I possible just have some UVS hanging off my 0-1 space for it to follow on; by that i mean something like this: and to be honest, I'm a little lost with…
If you want a normal tiling texture, you would have to use a separate texture, but you can use that texture to tile by creating an extra uv seam where ever you want it to tile. That works well for this building, and does not add too many extra polygons to the model, but this approach isn't ideal for every situation.