I’m using Blender to make some temp or placeholder stuff and haven’t used it much before. Whats the best practice of doing these tiled things with texture atlas and uvs or is it even possible in blender so it works in Unity? I mean like if I have a large room or long corridor with walls/floor and I want to use a single plane with tiled textures from atlas.
So far it seems I would have to split them to multiple faces and texture each separately which seems a lot of work?
In Angry Bots I can see there are some faces with texture atlas used and the texture is tiled on a single plane/face.
Are you asking about just atlasing or also tiling? Tiling is done in blender with the image’s size parameters in the Mapping tab.
For atlasing, previewing this kind of system in Blender is much more complex a task (as far as I know). To be honest, most artists I know don’t bother previewing materials in their modeling package because the shaders are never quite the same as the ones in the engine. Usually, you just model and UV (and rig and animate) in the package and maybe throw your diffuse tex on their for the sake of it, but you don’t spend all your time making a material in your modeling package that doesn’t get ported into Unity anyway and wouldn’t look the same even if it did.
What I am saying is UV your models in faith that your atlas will work using unity’s resources. Maybe this is bad advice. I haven’t worked with atlases in Unity, only UDK so it might be different.