Hi guys, Myself and few other class mates got an assignment to create a game level environment in UE4. We got the concepts and reference and broke it down into modular assets that we will be re-using across the level, so far so good. The problem is, we're not sure how to tackle the texturing aspect. We know that we need to…
Yes, and yes. Unless you're using a fancy shader. All three are do-able, if you are using traditional tiling textures (not packed into atlases). Depends on which is easiest for you. I think scaling UVs in Unreal would be the easiest. However if you are not tiling the textures, for example uniquely-textured props, then you…
I've tried making an atlas today, prior to reading your post, Eric, didn't go as expected... I made a simple plane in Maya, 1 meter x 1 meter and a 1024x512 texture map which I divided into 2x 512x512 textures, left side was bricks and right side was metal. I then tried to tile the texture onto a plane using repeat UV from…
Since you're starting out, I would advise keeping complexity to a minimum. So it's better to use multiple tiling textures, rather than one big atlas and tiling in the shader (which can get complex quickly). If you want to learn about that we have some links here http://wiki.polycount.com/wiki/Texture_atlas As for texel…
When you pack multiple tiling textures into one atlas, then there are a few ways to isolate the individual textures. If you don't want to do fancy shader work, then you need to arrange the textures side-by-side on one axis, so you can tile across the other axis. If the textures are placed side-by-side across the width of…