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Latest UVMap Activity
JoeJ said:
It's meant to increase texture memory requirement options (because downscaling only allows jumps of ¼):
Ah, I see! Thank you for the explanation!
Yeah, I imagine now that most machines will handle a 4096 texture, and that those that won't will likely be fine enough with a 2048 one.
Going bac…
I'm trying to make walls with the less possible geometry, but I stuck at the texturing. I'm using a quad as a wall and when I texture it, this is how it looks like:
The texture is stretched. I know why this is happening and the only way I know to solve it is by adding extra geometry (subdividing th…
![How are tile based environments UV mapped?](https://uploads.gamedev.net/forums/monthly_2020_06/e7702c888cc040cd84eaa2c81c942896.e25e18f3a508737060a83a79d053869a.jpg)
Kiiryu said:
In the case of the above image, it basically comes down to 1 tile = 1 face (horizontally), with the exception of vertical edges.
But faces have different widths, so this incorrect mapping causes distortions. For example, look at the top middle of the picture: the face where the low platf…
![UV map breaks when adding bump+normal map to material editor in UE4?](https://uploads.gamedev.net/forums/monthly_2020_03/18fee79ffc8f42d6a590ef6ca7df0ece.Seams.png)
Hey everyone. So I split my UV map in blender into 4 different sections to texture paint an apple. The apple displays the texture correctly after I create a new material and add it to the static mesh in UE4. The problem is when I add a normal+bump map to the material editor. Instead of being a seam…