Maybe I didn’t explain myself clearly enough. I will try to rephrase what I meant.
Imagine I have a texture atlas, an 8196x8196 texture, that contains 16 different textures, for 16 different objects that use the same material. So, you have 4 rows of 2048x2048 textures in a single image that was put together in photoshop.
If you take a texture like that and apply it straight to an object, all of those 16 textures will be projected onto the first square in UV space. It makes sense, since all the computer sees is a square texture, and by default, it will assign that square to the U1V1 square, like it should. However, your object will look like a mess, since all of
However, if you go in the material options and set the tiling to 0,25/0,25, the texture will take up 4x more space on each axis, so, whatever texture is at the bottom left corner of the big 8K texture will be projected correctly to the object, as long as that object’s UVs are in the deafult UV space.
What I am asking is this:
Is this the way a texture atlas is supposed to work? Adjusting the tiling, then, altering the position of each object’s UV shell in Max, Maya, or whatever, and applying the same material to all objects that use the atlas’ textures? It does in fact work, I have tested it, but I am not sure if this is the right way to do it, or if using this method, the 8K texture is loaded for every single object.
Or, is there a way to tell where in the texture atlas a certain object’s texture is, via script, without changing each object’s UV shells’ position in Maya, and without adjusting the tiling parameter? Am I even supposed to pack the textures together externally, or should that be done in Unity as well, via Texture2D.PackTextures ?
Thanks