How do I set up blender to act like unity's terrain Painter?

I’m having a serious problem with textures in Blender.

If I use The Texture painter in Unity Terrain Editor I can take my texture 512 by 512
Set my tile size to 100x 100z and see the highly detailed texture. Example alt text

Now Suppose Im in Blender using a plane the same “scale” of the dimmensions as my terrain. If I use the same texture as the terrain. I end up with some blurry horrid mess.

I guess What My Question is… How do I set up Blender or what do I need to adjust to get the same effect? I looked everywhere with google and cannot seem to figure it out.

Its really frustrating… If Blender cant do it… What can… If nothing then Unity You need to make a Mesh Painting Program cause your terrain editor kicks ass!

Pics Provided.If You can Believe it they are both the same texture. Hope Someone understands what my question is… i dont really know how to word my question in a way that makes sense!

I dont know whats going on but I cannot figure it out,… Hours of searching with no hope!
Please Halllppp Corbin Dallas! Been a while still No guesses… 10 Points will Go to Gryffindor If answered, unless your in another house or whatever :slight_smile: Please my whole project is at a standstill here.
alt text

Does the terrain made in Blender also have this blurry texture if exported and then viewed in Unity?

1 Answer

1

The answer to your question is quite simple, but might also be hard to understand whenever you’re not used to what is actually a “3d meshes”.

First, there is a major difference between your “terrain” and what you’re making inside any 3d software like Blender or 3ds Max. A terrain is a pre-made meshes that incorporate multiple features that are available a software like Blender, but without you doing anything to get them.

First, there’s the UVs. I’m not talking about some kind of sun-like component.

UVs are the “mapping coordinate” for the materials. Materials are the “bungle” that count every textures you put on a meshes. There can only be one material per meshes, thought a material can contain sub-materials. Textures can be in grayscale, RGB and even on Alpha channels.

There textures you’re painting on your terrain is actually a complex scripting that make many action in your stead :

First, it generate an UVs mapping of the terrain. Then it allow your to link materials which include textures to the meshes that is the terrain. Then, once you start “painting”, it generate an alpha-based map that allow transparency on the areas which aren’t “used” by the textures on different "layers. Every textures you put on your terrain generate an additional layer to the terrain mapping. Even through the mapping would normally be hard for any hardware, it automatically generating a finished texture which doesn’t include layers which is what you’re seeing being rendered. (The layers are generated and managed in the background… then they are “collapsed” on every changes and a the old “map” is changed to the new. The map is a lighter and optimized version of the layered hidden version.)

In a 3D software like Blender, you first need to set your UVs correctly. Without UVs, no texture will stick correctly to the planes of the meshes. The reason why the textures gets weirds when you stretch things is normal because the Uvs coordinate do NOT follow the changes on the vertex coordinates of its parented meshes. While the UVs and the Meshes share the same “naming” and uses of vertex and faces (triangles and squares), they are not the same on the management.

After the UVs are set, IF you need to stretch a part of your meshes, you only got one choices :
First is you plan ahead and, if you really have to change part, you restart. Officially, that’s the professional way of doing it as real pros plan far ahead before doing anything.

If you were using (and understanding) either Maya or 3Ds Max, a 2nd option would be available (which is an option to “preserve UVs” whenever you do minor fixes to a meshes. Blender is limited to a basic “UV correction” which only with with edge sliding.