A little help with Blender.

Greetings,
I know this isn’t really a unity topic, however I can’t seem to find help with blender, I just want to know how to texture a large one object like a maze in blender to export into unity, without getting bad resolution. I have posted the model, I am asking for help in the blender community.

Hi there,
You need to prepare your UV so your texture tiles. Try this:

If you have a UV Map delete it. In Edit mode, select all your vertices (A) then hit “U” for UV Mapping. Select the “unwrap” option.
Depending on your model, this might get you where you want. If not, you need to work in UV/Image Editor.
You want each face of your model overlapping in UV Space, so when you apply a texture it tiles.

Good luck.

Two suggestions for clean results:

  • Mark the upper edges of walls as “seams.” This tells the automatic unwrap tool to not attempt to keep the texture continuous over walls (which leads to terrible distortions). Then do a normal, automatic UV unwrap. This should result in a horizontal, clean unwrap.

  • Alternatively, select all east/west faces, use orthographic projection (NumPad 5), view from right side (NumPad 3), in UV panel select “Project from View”. Do the same with the north/south faces + NumPad 1. Now your walls are all mapped with perfectly rectangular texture coordinates and at the same resolution.

To fix the resolution issue, open the UV/Image panel, select all faces and scale the UV coordinates up. Will only look good if you have a tiling texture, of course.

This is what I’ve got so far, and it’s really distorted, the top and bottom aren’t textured.

2644968--186299--Screen Shot 2016-05-22 at 12.35.51 PM.jpg

One option you have is what Cygon4 mentioned. Scale the UV up. Works best if you are using a tillable texture. You could even scale them outside of the 0-1 UV region, or let the UVs overlap. Whatever gives you the most texels for your polygons. This will make the texturing crisper. If you have a small texture map and they are only using such a small area of it, the texture will appear blurry.

Another option is to rebuild the scene. Going this route, instead of one large custom mesh, you would create multiple parts that could be reused in building the maze. This is the more common approach to level building. So maybe 6 unique walls, couple ceilings, and a few props. They could al use the same texture or material or you could add a bit a variety of textures. Once the modeling, uv, & texture work in done in Blender, export and set them up as prefabs in Unity. From there ad them to the scene, duplicate, rotate, etc. From that small library you can build tons of unique mazes.

Why did I think of that thanks. I did get it work in the end though. I just scaled the unwrapped meshes way out of the 1 to 1 square and the resolution became good and I got a great pattern. Thanks for the idea.

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