I am trying to create a Material for a building, I have the model and I have the texture that was made for it.
However, when I use a pretty simple material on it, the textures are just tiled, and don’t actually unwrap correctly on the Object.
I’m pretty new to this so can anyone point out what I’m doing wrong?
Either you didn’t UV unwrap your model, or it has multiple UV maps by mistake. It also has multiple material channels by mistake, which is going to incur a needless performance cost. Take the model back into your 3D modeling software, and delete the unwanted material and UV channels and ensure it only has the minimum number of material slots and UVs as needed.
Well I didn’t make the model or textures.
And it came with those Material Layers when I imported it, it was a whole bunch of separate parts of a mesh, and I simply had it set to merge them into one object.
This is the first time I’ve really come across with something that has a multiple layer setup.
So seeing as to how I cant change the models/textures for it, how could I work with these layers to create a material for it?
If that is even possible?
That explains it then.
Unless there are multiple distinct materials being assigned there is no reason to have more than one slot. Each material slot may cause an additional draw call, even if it is not used.
You need to delete the extra materials and the ensure the UV map is correct. There is no way around it. This can easily be done in free software like blender.
Good to know about the multiple slots.
Yeah that does make sense. Well as annoying as this is going to be there is likely no way around it.
Thanks for helping out!