I have created a lot of materials so far and one common problem that I face is that it always gets stretched on my mesh. When I use texture coordinate, the material gets tiled, and no matter what variation I bring in my texture(macro variation), the texture seems to repeat itself. What should I do to avoid this repeating pattern so that everything looks good?
Yesterday, I was trying out mesh paint tool and I found that I could paint textures. Now suppose I want variation or differential sizes for my base texture for painting. alt text For eg in this material the red circle denotes the texture. Now I bring variation using parts circled blue. This is a starter content material. In this case I want to use the basecolour of this material as a single compact texture for another material( for painting meshes. How should I do this?
One more question, how do I change the tiling of my meshes and not my material?
You change the tiling on your meshes by unwrapping them better.
If you follow the rule that a 1024/1024 texture should be used for each 1 meter by 1 meter you can easily unwrap your mesh.
If you want to reduce tiling, either use textures that dont look so repetitive, get a second same-ish looking texture and lerp them with a cloud texture.
If you want to change the texture size in ue4, just add a texturecoordinateNode and change the tiling in that.
Is it possible that in each tile the texture sample is applied randomly by rotating it by something like 90 degrees or 180 degrees so as to obtain a more variating texture?