hi,
i’d like to have a very big texture to have fine details but it’s limited to 2048 x 2048.
how can i bypass this limitation ?
hi,
i’d like to have a very big texture to have fine details but it’s limited to 2048 x 2048.
how can i bypass this limitation ?
We support 4096 x 4096 textures, so it sounds like the limitation is because of your graphics card.
Bear in mind that large textures take up a lot of memory: 4096 x 4096 uses 64 MB uncompressed and still a lot compressed.
my bad, it’s actualy 4096 but my question remains.
i’d like to have a large ground made in a 3d package with a blank texture all over it.
my goal is to set pixel’s color on the floor while playing, thus i need a nice definition / resolution and with a large texture, the resolution is too low.
is there a way to have multiple textures on the same mesh, each texture next to the other ? or any other solution ?
You can divide the mesh into multiple sub-meshes, or just multiple separate meshes.
–Eric
ok, but what about textures ?
i’d like to have a high definition on a very large texture.
besides, i would try to avoid multiple meshes for the ground because of the memory cost.
my concern is more about having multiple textures on ONE mesh than the inverse.
You would use multiple textures, on multiple meshes. That doesn’t change the memory cost in any way. A single 8192 texture on 1 mesh is exactly the same as 16 2048 textures on 16 meshes as far as memory goes, except that A) it would actually work and B) more hardware could use it, since there’s still stuff out there with a 2048 max.
–Eric
ok, so if i got you, there’s no benefit of having a single mesh with multiple textures instead of multiple meshes with their own texture each.
interesting. so does that mean that i have to break my 3d mesh made in a 3d package and apply a texture for each part of it ?
That would probably be the easiest way. As I mentioned, you could have a single mesh with multiple textures by having different textures on different sub-meshes, but that’s effectively no different than having multiple meshes (though it can make some things easier since in the hierarchy in Unity you’re dealing with one object instead of multiple objects).
–Eric
nice, i’ll try that.
thanks
ho by the way, how can i achieve that ? i mean, having submeshes and assigning them textures ?
Depends on which app you’re using.
–Eric
i’m using modo from luxology but maybe you can explain the concept of submesh if you don’t know the soft.
i tried to get info about submeshes in this 3d app. unsuccessfully…
in my 3d app, i have a plane made of 4 polys, each one splitted from the others but in the same mesh. once imported in unity, when i click on the object, it tells me there’s x number of this and that and 2 submeshes…
i don’t get this concept ![]()
from what i understand, submeshes are group of polys that dont share vertices with other groups…
in modo (the 3d package) :
in unity :
mmmmmhh, there’s obviously a problem with the file uploader…
ok, apparently, it’s only when i add a different material that a submesh is created in my 3d app.
so submesh has nothing to do with seperate vertices as far as i understand it.
does anyone have already exported mesh from modo to unity ?