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UV map question (Blender)

Discussion in 'Asset Importing & Exporting' started by U7Games, Aug 18, 2014.

  1. U7Games

    U7Games

    Joined:
    May 21, 2011
    Posts:
    943
    Hi all

    This is the method I use to build my scene:

    1) model single objects in Blender
    2) texture or paint them in Blender and export the texture and object
    3) import into Unity and repeat the object in each needed place (modular building the level)

    this works great for me with single objects, they look pretty good and well integrated into the scene....
    but i´m wondering how can i do it for walls and floors, room architecture, because they are massively long,

    i thought doing a single square, texture it, then repeat to make a wall, but wall will look boring.. solid...

    any other solution to make painted walls and floors?

    Thanks.
     
  2. sputnikbar

    sputnikbar

    Joined:
    Jan 3, 2013
    Posts:
    78
  3. U7Games

    U7Games

    Joined:
    May 21, 2011
    Posts:
    943
    yes, i knew that, indeed. would be great if we can bake decals into texture pack...
    thanks !
     
  4. Deon-Cadme

    Deon-Cadme

    Joined:
    Sep 10, 2013
    Posts:
    288
    There is many different solutions for this and the right one depends on the results that you want.

    One common method is to create a surface and then repeat a texture over it. Details are added with additional models and decals.

    Another common method is to create a surface, similar to a wall piece in The Sims. The different diffuse, normals, lightmaps etc are stored in texture atlases and you pick the correct texture by manipulating the UV coordinates.

    A last, common approach is to project textures onto the geometry.