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Latest UVMap Activity

JoeJ said:
It's meant to increase texture memory requirement options (because downscaling only allows jumps of ¼):

Ah, I see! Thank you for the explanation!

Yeah, I imagine now that most machines will handle a 4096 texture, and that those that won't will likely be fine enough with a 2048 one.

Going bac…

7,413 views
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Blender: How to tile a texture to a very long quad?

I'm trying to make walls with the less possible geometry, but I stuck at the texturing. I'm using a quad as a wall and when I texture it, this is how it looks like:

The texture is stretched. I know why this is happening and the only way I know to solve it is by adding extra geometry (subdividing the…

4,679 views
How are tile based environments UV mapped?

Kiiryu said:

In the case of the above image, it basically comes down to 1 tile = 1 face (horizontally), with the exception of vertical edges.

But faces have different widths, so this incorrect mapping causes distortions. For example, look at the top middle of the picture: the face where the low platf…

6,434 views
UV map breaks when adding bump+normal map to material editor in UE4?

Hey everyone. So I split my UV map in blender into 4 different sections to texture paint an apple. The apple displays the texture correctly after I create a new material and add it to the static mesh in UE4. The problem is when I add a normal+bump map to the material editor. Instead of being a seam…

3,381 views
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