Hello Everyone, I require assistance, I have spent at least 8 hours reading articles, watching videos, scoured the Texture Atlas articles on polycount and tested...nothing. I wish to have a texture Atlas containing repeatable textures. I understand the principle, but I am unsure how to implement it. The methos is as…
Hi Eric, Thank you for taking the time to respond. I will try opening the gTifs in work on monday to see the UV's in 3ds Max. I think, this is similar to what I am supposed to do...except I am to have one texture Atlas containing repeatable and non-repeatable textures. The first UV channel is to place the islands over the…
Here's a demo to get you started, it's a Max 2024 file. You just need a shader in Unity that supports per-texture scaling, so you can scale (tile) only the normal map and not the occlusion. I think the Standard Shader does allow this. With the viewport set to High Quality, you'll see the untiled occlusion and tiled bump. I…
One way I’ve done this is to use a single uv in atlas layout. Ambient occlusion texture uses this layout, no tiling. Diffuse and normal map are tiled, and are using same layout except each bitmap has Tiling values so they are scaled within the atlas. One uv, but use tiling values in the individual bitmaps to tile them.…