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Question Texturing a big map?

Discussion in 'General Graphics' started by Unity-Artcraft, Jul 2, 2023.

  1. Unity-Artcraft

    Unity-Artcraft

    Joined:
    Jul 28, 2018
    Posts:
    85
    I'm used to 2D and it's fairly simple, create tilemap and you're basically done. 3D however seems very complicated. Let's say I have a big low poly map, like this one (white figure as reference):

    https://i.imgur.com/62QEbu0.jpg

    And Let's say, I like to draw a nice texture on it with lots of variety. What's the workflow here? Do I have to chop this map up in 20 or so pieces and have 20 unique textures for each one? Performance wise, it does not seem to be a wise decision... especially if I have 10 such maps in my game, that would be 200 textures. Unity has a terrain tool with brushes but as far as I know, it's not for custom, low poly terrain. I'm very lost here, since there's zero information about this, every video is about unitys terrain tool, which I don't want to use, it doesn't support flat shading.
     
  2. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,675
    You could do this if you want to. I've never heard of anyone making unique texture for every space on their map, though. Usually I see repeating textures with masking or tiling, or tri-planar projection.

    200 textures is no big deal in desktop, so it's feasible, but probably not efficient, because you'll probably be dedicating a large amount of texture space to low-information areas of the map.

    I'm not sure, but I think Unity's polybrush package will let you paint different textures on a mesh, similar to how terrain tools let you paint different textures on a terrain. You might look in to that.

    Edit: Simply, if I where trying to make a map similar to the one in your image, I would just make the grass, the mountains and inside of the ravine a separate mesh and just put a different repeating material on each one. Then just add a bunch of detail meshes to break it up.