Blender texturing issues

This is kind of a weird question…I have a mesh terrain in Blender. I need to be able to texture paint different textures on to it. However, when I UV unwrap it and make an a blank image to paint on to, the program crashes if I use a resolution higher than 2048X2048. Optimally, due to the size of the terrain, I’d like to use something around 4096X4096 or higher so that the textures hold up. I don’t like the idea of using one image for the whole terrain, but that’s the only way I can get it to import into unity. Is there a way to paint textures onto a mesh without UV unwrapping that works with unity? I think there’s a way to import a mesh into unity as a terrain, but I don’t know if that will work for this because it has overhangs and caves in it etc (a heightmap won’t work).

Depending on your hardware target, you don’t want to go above 2048x2048 anyway, because many somewhat older cards physically can’t go any higher than that. Unity only does texture painting on terrain heightmaps.

–Eric

I’ve figured out a marginally acceptable workaround for now. I have an average computer (2 gb ram, 128 mb graphics card, 2.0 ghz processor), and usually 4096x4096 images do work (granted on lower poly models–the large size is for high-res lightmaps on large surfaces). For now, I am using a unity terrain for the ground (what I need to texture paint the most) and the mesh for the cliffs/caves. It should look alright in the end.

That sounds good. How are you going to blend the caves and cliffs in with the rest of the terrain so that it looks like one solid piece? Just curious.

I used the texture for the caves tiled at the same size around the edges of the terrain. It’s not perfect, but it’s good enough.