I’ll probably describe this poorly…
Does anyone know of a way to force multiple PB objects to tile their UVs such that they tile seamlessly between multiple PB objects?
For example, here you can see a seam between two PB objects:
This seam is present because the two PB object don’t have the same origin, so the automatic UV mapping for the two objects isn’t consistent. I could almost “fix” this by setting their origins to one of the vertices they have in common, but even that doesn’t work if the two objects have different rotations. And this approach totally falls apart if I want to align three objects.
One approach is to merge everything back into a single object, then split it all apart again, but that’s cumbersome. (And leaving it as one enormous option isn’t good for other reasons, such as lightmapping.)
So, what I’d like is a way to kind of force an arbitrary number of PB objects to all tile their UVs as though all of the PB objects has the same origin and rotation. Is there a simple way to achieving that? I had hoped that selecting multiple objects and choosing “Freeze Transform” would do this, but it doesn’t correct for the object rotations.