Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by MikeJ · Mar 22, 2010 at 04:34 PM · textureuv

Building Textures, UVW Unwrap

This might sound like a noob questions but what the hell... I'm building a multi-player map in 3D Studio Max. I have many objects in this scene so I have decided to attach the major elements such as buildings, etc, combining them into one mesh and in doing so, one texture. My problem is that when I unwrap the UVW I can't tile my textures for each face. Say for instance I have a wall texture in my material, when I place the face on top of the wall texture I can not tile the texture on that face, so it stretches.

Here is my dilemma, i don't want to tessellate the models so that there are more faces but that will allow me to overlap UV's and hence tile my textures.

Does anyone have any suggestions on how I could go about doing this?

Please let me know if I'm not coming across clearly, as this is extremely hard to explain.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Jessy · Apr 19, 2010 at 10:56 PM

You say you have a dilemma: "i don't want to tessellate the models so that there are more faces but that will allow me to overlap UV's and hence tile my textures." That's not a dilemma. It's a true statement. You either use one texture per tiling surface, and stretch the UVs outside 0-1, or you tessellate the geometry*. With the latter, you can achieve a lower vertex count by wrapping the UVs over themselves repeatedly, and that will also ensure that you don't have weird seams. It does mean that you'll introduce mirror symmetry, however, which can be just fine in a lot of cases.

If you're asking how to do that, then all you need to do is add edge loops, where you need to start tiling, and then pull the rest of the UVs back on top of the ones that you like the positioning of. Keep adding loops and pulling back and forth as needed, only adding in the amount of edges that you need, for "weaving". If it's really going to be a ridiculous time doing this, then just suck it up, use another material, and deal with the extra draw call.

  • You can also tile outside 0-1 for a portion of the texture, if you only need tiling along either X or Y, not both.
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Assigning UV Map to model at runtime 0 Answers

Blender UV map texture problem? 1 Answer

Weird "ghost" texture issue with Transparent Texture/Shader 2 Answers

RaycastHit textureCoords return Vector2.zero on iOS only despite proper setup 2 Answers

Trouble with UV Mapping Blender => Unity 3 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges