Hey people
im totally new to Unity.
Got some years experience though with max and programming.
So here comes my newb question:
How can I adjust Z-Tiling for Textures ?
Thanks!
Greetz
Ecke
Hey people
im totally new to Unity.
Got some years experience though with max and programming.
So here comes my newb question:
How can I adjust Z-Tiling for Textures ?
Thanks!
Greetz
Ecke
The tiling is in UV space. There is no Z.
What is the Z tiling? Texture is flat (2D), so it only has two axes to tile: horizontally and vertically. There’s not many extra axes on a flat thing.
Yeah sounds reasoned for 2D objects but unity works in 3D as far as I know.
For sure Textures are always 2D but they are mapped on 3D Objects so there must be something like Z - Tiling like in Max.
In Max there is UVW space so you can map textures to objects in all axis.
How can I solve these stretching problems referenced by the picture ?
Thanks in advance.
You’re confusing textures with UV coordinates.
If you want to fix your texture stretching, you should adjust how you create your UV coordinates before you export to Unity. (by the time it reaches Unity, the mistake is already there)
Luckily this is a pretty simple task for anyone with years of MAX experience.
Hmm ok I seem to get your point now.
Im testing a little bit and reply then.
Thank you!
Fix your UVs in your 3d package to correct the distortions.
That is what I wanted to hear ![]()
But - shame on me - it seems I still have some basic missunderstandings about textures.
Even after years of MAX ![]()
I will solve that first by reading.
Thanks to all of you for your answers!
Well, just because you have used Max does not mean you have the skill set to make realtime game graphics, since normal 3D work is a bit different from this. If you have a few bucks to spare, consider buying Luke Ahearn’s very informative book “3D Game Textures”, 2nd edition. It should get the basics (and some more) cleared up.
Anyone with basic mapping skills in 3ds max can quickly change a W tile. Add an UVW map modifier to the mesh and change its tilling properties. This thing could even be learned within minutes in 3Ds Max and it takes seconds to be done.
Just to clear anything that might have been misunderstood, I just wanted to remark that my last post was more about the highly general difference in task/nature between rendered 3D and realtime 3D. I agree with what tatoforever is saying about this specific task, but I was suggesting the book since I thought that could come in handy as future reference since the OP seemed a bit new to game graphics.
i have one doubt …here i attched 2 images …in 1st image normal tiling has done and in 2nd image perspective of image has done without moving the cordinates …can u please suugest me good idea to do this ?..thanks in advance


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Thanks.