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Question by DEtH_MoroZ · Aug 14, 2011 at 07:21 AM · textureuvmappingprimitives

Proper texture mapping with standart primitives

So, here is my problem:

i am making program that will help make ingame textures. And i want to use Unity's build-in primitives, to create model (actually its just tons of cubes\spheres, and it can decrease size of web player). There are maps for these cubes, that looks like this: alt text

Obliviously, if i just assign texture to cube it will not give me good result. So, my question is: how can i change mapping of build-in primitives?

(i already check forums and manuals, may be im askin google not right way. please, show me right place to dig lol)

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Answer by Tct1856 · Aug 14, 2011 at 10:14 AM

You could create a new mesh during runtime and use standard primitive as a reference for copying positions, normals and create desired uv's yourself.

Creating new mesh

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avatar image DEtH_MoroZ · Aug 14, 2011 at 11:07 AM 0
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tyvm, good idea. $$anonymous$$ay be someone already solve sth like that.

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