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Texture vs. Material
Background:
I have several complex (meaning not just simple shapes like a cube, has rocky features, what not) 3D tiles that I bought from the asset store: desert, grassy, water. These are not simple cubes. Each tile has several materials assigned to them. There are no textures assigned to any of them.
question:
I am attempting to create chunks of tiles (32x32), so I'm extracting the mesh from each of those asset store tiles in order to use the meshes to create a single mesh for the chunk (1 big gameobject instead of 1024 gameobjects). However my understanding was that only one material can be used per mesh and that for this I should use a texture atlas.
But I read that a texture is used by a material. So I don't get it, is a texture atlas an alternative for a material, or do I have to assigned a basic gray material to the entire mesh, then link the different textures in the texture atlas to different points in the mesh to color each tile appropriately (so-to-speak)?
Thanks.
I think in max or $$anonymous$$aya you have to set the Uvs if you want to make the only single mesh. The asset which you buy is set material according to different meshes. its possible all meshes textures map on the single texture atlas, but if we have have large number of textures then may be more then one material use for single mesh.
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