Ive managed to figure out how Unity reads the materials from Blender, and ive had success up to a point. Here is my scene:
I assigned 3 different materials to the floor, walls and ceiling respectively. In Blender these are merely solid colors. What I wanted to do is replace these materials with ones I created in Unity, a brick wall, ceiling and tile floor, and apply them to the appropriate surfaces. This wont work, and I suspect its because of the lack of a uv map.
The result:
The texture thats supposed to be on the floor:
Is there a way to bypass the uv map and tile the texture to a specified scale? If its possible, do I do it in blender or unity? Does Blender support tileable textures that are independent of a uv map?
Every mesh acts as if it has UVs, even if they have not been set up (they are all 0,0 by default). You can’t avoid it (if you need texturing), and you can’t texture something properly without proper UVs, unless you’re using a projection, which won’t work for walls (unless you use a separate mesh for each wall piece, but that’s stupid). If you don’t unwrap the mesh in Blender, then all of your UVs are going to overlap at whatever texel is just to the upper-right of 0,0. What’s your aversion to UV-mapping?
I don’t have anything against UV mapping, I just thought there might be a quicker way to texture surfaces that tile infinitely. Seems like I’ll have to get to grips with Blender’s uv tools.