lacer8 Posted 15 hours ago Share Posted 15 hours ago I can't believe this topic isn't answered a hundred times here, but I promise I searched. Must be using the wrong search criteria, because it seems like it'd be such a common need. Anyway, thank you for your time and any suggestions. Here's the issue, I'm making procedural buildings. I want to force the uvs to match their orientation in world space. For example, let's say I have a texture of siding that I want to apply to the walls: The siding is horizontal in the texture. (this isn't my texture, just a quick internet search). The houses that are being generated, can be all different sizes. If the walls are wider than they are tall, then everything is fine. But if the building gets taller than it is wide, trouble ensues... Obviously I don't want the siding to change direction with the size of the house. I've tried multiple methods to lay these out. I had thought it was working until the houses got thin and tall. This is my 'playground' where I'm testing this problem. In some ways the most successful but tedious method has been to create a group from each directional face and apply planar uvs to it. I can then lay it out with UV Layout, choosing None for Axis Alignment and it works pretty well - but the setup is tedious and may not work on more difficult shapes. Isn't there some simple mistake I'm making that would make this work easier? Quote Link to comment Share on other sites More sharing options...
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