Im using 2 planes in 90º to do a tree. but the texture appear justo in one side.
How can i do a 2-sided texture??
Have you tried Googling this problem? It’s been asked many times.
yes, but not found.
Seriously? unity 2 sided texture - Google Search
yes, cause everybody say complex things, or with script (i don’t understand all this need)
i think should have a simple button.
i need to make a 2 sided texture, but i cant. Somebody help me please
Jordii’s answer pretty much sums it up… this has been asked, and answered, 1001 times and you need to put a little effort into figuring out the solution for yourself. It doesn’t get any simpler than the answers contained in that Google search.
if I asked here is because I could not, I researched, follow tutorials, but does not work. if I asked here is because I wanted someone to know me answer. would be very stupid to use a forum without even researching mesnos before.
If you can’t figure it out by the links on Google, then you are trying to do something you aren’t ready for. Go back to simpler things. It has been asked multiple times, and been answered just as many. Use those answers.
You can only see the texture from 1 side, so for making a “cross” like that, you will need to use 4 planes, all in the same position, but rotated at 0,90,180, 270 degrees.
edit: deleted example I couldn’t get to line up!
OH GOD, fuck. why i post in a forum a question to a animal say go to the google? why i post in a forum to a …say to give up and try something easy. ITS A JOB, A NEED TO DO THIS. IM NOT A UNITY EXPERT. IM A 3D ARTIST. IM DOIND A SCENERY AND A HAVE TO GIVE IT FOR MY CLIENT. A JUST NEED TO KNOW HOW TO DO A 2 SIDED TEXTURE. IF YOU DONT KNOW TOO, DONT CAME HERE TO SAY GO TO GOOGLE. IF YOU KNOW, JUST SAY, IF NOT… JUST DONT COMMENT.
Criminy. I gave you the answer. Jeez. Is there some reason you’re shouting?
Unbelievable!
SO MAYBE YOU’RE JUST NOT READY FOR DOING THIS ON A WORK-BASIS!
don’t start blaming the forum here that you took something too high on your pitchfork,
you first of all need to realize this is a problem with the mesh/geometry, or your shader. NOT THE TEXTURE.
good, now we got that covered
You either need to take care that your so-called normals are aligned properly, in the standard situation a camera will only render polygons or tris with their normals facing -toward- them (thus improving performance compared to having to render EVERYTHING up to two times). so for one plane, you would need two polygons, or four tri’s.
OR you need to find or make a surface shader which also would render from the “back face” of the mesh.
PS: if you want to prevent such differences in appearance to show up in the future, try activating “back-face culling” in your modeling suite’s viewport, that’s the exact name of the technique you’re witnessing.