Many ways to achieve this. Search "modular" on the wiki. http://wiki.polycount.com/w/index.php?search=modular&go=Go&title=Special:Search One easy way, make the texture tile with itself in multiple places. Ben Mathis called this Thirding and made a quick tutorial on it.…
Hello. I’m trying to get into environment art and got a question about modular wall systems. I saw the breakdowns from Dishonored 2 and wondered how they made all the pieces work together in terms of the texture tilling over the walls. So the bigger pieces just go from a U0 to U1 in the uv space so I have no problem there.…
Yep, thirding. Though I gotta say, for modular meshes you generally want to avoid thirds because they don't easily fit into a grid to add up to 100%. Better to use fourths...
For something like this wallpaper @Nosslak posted you could do a full 0-1 unwrap for your "full" wall piece then just half, and quarter it where the mirroring happens for your "half" and "quarter" wall segments. Usually modular kits work in set increments so depending on the texture this is doable. You'd then use decals,…
@Nosslak is addressing the issue with tri-planar mapping. This method is idea for rocks and other natural noise, or else for micro surface details. Which is the main benefit when your base texture can only hold so much detail at it's resolution. Like tiling details, but this one doesn't care about object scaling, it keep…
They used 2 UV sets and vertex blending on the smaller pieces. There was a polycount post explaining it on one of the environment art dumps http://polycount.com/discussion/comment/2533186/#Comment_2533186
Yeah unfortunately some of the forum embeds are gone; we can't control it when people let their websites die. World-aligned UVs are a bit more expensive, and they suffer from a few visual artifacts.