Is it possible to align texture in a MeshInstance?

TacoAmbushTacoAmbush Posts: 10Member
edited September 2021 in 3D

Hello, I'm making a 3D Horror game, and I'm using a GridMap to build the actual location. I am applying a texture to a MeshInstance using a Spatial Material -> Albedo -> Texture. But when I put the texture it stretches over it and doesn't look right. Is it possible to align the textures some way or do I have to make the 3D model myself?

^ Texture i'm trying to put on

^How it shows up

Best Answer

  • CalinouCalinou Posts: 1,384
    edited September 2021 Accepted Answer

    You can adjust the SpatialMaterial's UV1 scale property to make the texture tile on each axis. (Only the X and Y axes are relevant when triplanar mapping is disabled).

    That said, primitive meshes are only intended to support basic use cases. If you need more advanced UV mapping, consider modeling your own cube with suitable UV mapping in Blender then exporting it for use in Godot.

Answers

  • CalinouCalinou Posts: 1,384Admin Godot Developer
    edited September 2021 Accepted Answer

    You can adjust the SpatialMaterial's UV1 scale property to make the texture tile on each axis. (Only the X and Y axes are relevant when triplanar mapping is disabled).

    That said, primitive meshes are only intended to support basic use cases. If you need more advanced UV mapping, consider modeling your own cube with suitable UV mapping in Blender then exporting it for use in Godot.

  • TacoAmbushTacoAmbush Posts: 10Member

    @Calinou said:
    You can adjust the SpatialMaterial's UV1 scale property to make the texture tile on each axis. (Only the X and Y axes are relevant when triplanar mapping is disabled).

    That said, primitive meshes are only intended to support basic use cases. If you need more advanced UV mapping, consider modeling your own cube with suitable UV mapping in Blender then exporting it for use in Godot.

    Thank you very much! It worked perfectly. I guess I just didn't look at what the options actually did.

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