Hey everyone, My professor wants me to make tiling materials for some modular assets. She wants us to stretch our uv's past the 0-1 space. I didn't know this before this week's project and I decided previously to make game res and high res assets for baking normal information. Is there a way to use the high and game meshes…
For the purposes of tiling textures, no. The default behaviour for UVs is usually to repeat the image infinitely in all directions. So you bake to the 0-1 space and make sure that it tiles. Depending on what you're baking, this is usually by having some of the high res mesh duplicated (so that what runs off one side comes…
Hey Farfarer thanks for the responce. My head hurts lol. It's been a long day. I'm trying to understand what you said here. So, it's not possible to bake high res mesh info if your game res uv's are laid out past the 0-1 space? Correct? Or were you saying there is a way by duplicating the high res mesh? I'm not sure what…
Usually when making tiling textures, your low res "mesh" is just a single quad that's mapped to the 0-1 UV space, and you're baking down some high res mesh to get your baked data from. The classic example is a brick wall, where you're likely to have bricks that end outside of the bakeable space. In this case, you want to…
Generally there are a few different approaches to take: 1. Fully unique UVs. Typically this would be for hero assets (characters, guns, props, etc) that have unique detail and are small enough to be mapped and textured uniquely. You'll usually have a high poly mesh to bake normals from. 2. Tiling textures. Generally you'll…