Quote:I have a lot of usable 256 x 256 textures, but what I am aiming to do is to tile them across a particle object...but I dont know if this is possible or how to do it. Basically the 256 x 256 itself is much to small to stretch across a big object thats roughly 6meters by 6 meters, but since the texture is perfectly tilable, I was wondering if I could force meta to tesselate the same texture maybe 3 times across and 3 times down to give the appearance of more details and to reduce the stretching of the texture across the faces.I might be missing something in your question, but if you're just trying to make a 3x3 map Piece and have the texture repeat 9 times on it, textures "tile" automatically if you 'project' the map Piece onto an area larger than the single-texture. Metasequoia just doesn't show the repeated texture unless you push the 'repeat' button in the UV window. (see picture)
If you're trying to get it aligned perfectly (256x256 per map Piece) you can select each Piece's polygon separately and do a rough 'projection'. Then, in the UV section, select all vertices in that belong in in the same corner and push 'Unify". Lastly, just align the unified vertices to the texture's corners. (see picture)
Is that what you're wanting to do?
(2011-04-21, 09:11 AM)airflamesred link Wrote:I've had an idea for this floating around for a while now which should give you very efficient maps and without that tile effect that is such a trademark of games. I'm on the laptop and thiking out loud here.I can picture what you describe working well for some things; I may try it. I think it would some talent to make the different texture 'areas' blend into each other nicely on something like ground. But for things like square-rock walls, it could be pretty easy. In SoM, it would let you make a lot of unique looking wall Pieces without having to create a new texture pattern for each one.
Take your 256 square and paint areas ie dirt, grass, snow? whatever with perhaps blend areas between them. Imagine your texture divided into say 4 quarters with an area of dirt or grass in each.
Then select the grass area polys and UV project from above. Isolate those polys in UV and move and resize into the grass quarter. Select some polys you want dirt on UV project,resize,scale ec as before and move onto the dirt area. So you will end up stacking the UVs on top of each other - not great practice but hey.