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Question by Le-Capitaine · Mar 24, 2016 at 08:02 AM · uvtexturinglevel-design

Level geometry -- per-face materials, coordinates, UVs, tiling

I've recently dropped modular architecture and come to settle for Blender to do level geometry, and per-face properties are something I've been taking for granted in Source, UE, Quake, and all the way down to Doom, not to mention a load of console engines.

Which is why I'm completely baffled that Unity still seems to offer absolutely no avenue for the approach, short of 1. one separate material slot and file for every single face in every single scene, or 2. shelling out for ProBuilder, which, until the asset store accepts Netflix gift cards and good intentions, isn't happening.

What specifically prompted my asking here was the issue of tiling. The only method I can think of from where I'm standing is to subdivide all my level meshes into a bloated mess. Leading me to the question:

Q: Do I get to, uh, not do that? Ever?

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avatar image Owen-Reynolds · Mar 24, 2016 at 07:21 PM 0
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You're right about Probuilder. Even the comments on it's page say it's for making those old-style Quake indoor levels. It looks like there's a free version (which I assume you've tried out,) then the Advanced version is only $95.

In general, Unity works like that. It's a more flexible engine, but lacking features of the more specialized ones. Which the Asset store makes up for in theory (and in practice, in your case.)

So, not to be rude, but your question is really how to save a small amount of money, in a professional sense.

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Answer by Le-Capitaine · Mar 27, 2016 at 11:20 AM

OK, in case someone needs to be told how complete a moron I am -- turns out Blender can tile textures on one face via UVs, but only full textures, which didn't come up to me because I'd only been using atlases up to then. To whom else it may concern.

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