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Creating a realistic wall in Unity
When we create a giant wall in Unreal Engine, we select a cube from brush, a wall material from Starting Assets, and we get something like this:
On the other hand, when I try something similar in Unity - I take the Cube and scale into 10x10x1, I either get giant scaled wall, or really ugly repetitive object:
I failed to find how to create realistic wall - I guess the problem lies in tiling and non-procedural materials. Also I guess it's very popular problem, because in many low-budget Unity games we have just plane wall material instead of some interesting textures. Should I model walls with materials in Blender or Maya? Or is there some mechanism inside Unity or free asset from Asset Store?
Answer by FortisVenaliter · Jul 14, 2017 at 08:56 PM
Correct. Unity default objects do not scale UVs, and there is no method within the vanilla Unity engine to generate geometry like some other engines have.
One way is to model everything separately in maya. That's what I did for a long time.
However, there is one asset on the store that does exactly what you want. It's a bit pricey, but I bought it a while back and it's really well done. It's called ProBuilder, check it out here. (I didn't work on it or anything, I just think it's a great tool). If you're on the fence, read the many positive reviews it has.
Thank you for answer. I figure out how to deal with this problem in Blender - I scaled a cube and applied this scale by Ctrl+A -> Scale. After this I unwrapped a mesh in Edit $$anonymous$$ode by U -> Smart UV Project.
In UV/Image Editor I could actually set a scale of texture on my mesh. Using some smart procedural textures (from 4$$anonymous$$ PBR $$anonymous$$aterials) I could actually get a nice wall.
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