How to deal with tileable textures ?

Hello everyone !

I have a few questions concerning tileable textures.

What is the best way to do it ? Should I make my 3D models with the same exact texel density and then apply my texture on UE4 so that they all look the same and tile properly ? I remember a video from a studio where the level designer explains that she uses modular pieces, and they seem to be already textured, so no WorldProjection.

Or should I use the WorldProjection node ? If so, is it going to ignore the texel density and apply it correctly all over the different meshes even if I scale it ? Will it works with my own meshes ?

Here is an example from another thread :

What’s your favorite way to tile texture across multiple objects that are not the same size ? Thanks !

What exactly you want…?
Upload some Pictures…

Updated ! :slight_smile:

These are seperate mesh right…?
Make them A single piese … and apply this material
and Use texturecoordinate node it is already there all you have to do is
1). multiply in Bump offset texturecoordinate value with same number at Utilling and Vtilling as well.
2). Now in detail normal there is also texturecoordinate. Multiply that too with the same number.

  • Note : You can Devide the value If you want.
  • Deviding Number will make that texture more bigger.