Llama Labs Interactive
  • Introduction
  • Asset Creation
    • The Crate Series
      • Blender Basics
        • The Base Model
        • Edit Elements
        • Blender Common Tools
        • Simple Materials
        • Useful Techniques
        • Exporting the Asset
        • Summary
      • Materials and UVs
      • Palette & Gradient Texturing
        • Palette Approach
        • Creating the Material
        • Unwrapping UVs
        • Finalizing the asset
      • Tileable Textures
        • Creating the Texture
        • Creating the Material
        • Unwrapping the UVs
        • Finalizing the Asset
      • Trim Sheets
        • Creating the Texture
        • Creating the Material
        • Unwrapping UVs
        • Finalising the Asset
      • Hand Painted Assets
      • High polygon Assets
    • VRM Avatars
      • Getting Started
      • VRM for Blender
        • Installation
        • Rigging the Avatar
        • Weight Painting
        • Blend Shapes
        • VRM Details
        • VRM Export
  • Hyperfy
    • Custom Avatar Animation
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  2. The Crate Series

Tileable Textures

This doc goes over how Tileable Textures are used in games.

Some areas in games and experiences require a large area with a single surface. It is common to have a texture with detail taking up most of this area such as grass, rock, or concrete on the ground, plaster or brick on the walls, tiles on the roof, etc.

It is most common to use a Tileable Texture so that it uses less polygons overall, but still looks detailed.

A Tileable Texture is a texture that can repeat without issue indefinitely in both horizontal and vertical axes.

Tileable textures are not used for everything, as the material count would get considerably high if every unique surface type had an individual material. These are mostly used with large area surfaces, and then trim sheets or baked assets used for more detailed assets.

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Last updated 7 months ago