What would be a good way to be able to scale up this static mesh, but it only uses its mapped UV areas? Am I asked too much or does this need to be its own perfect square texture?
Having your texture tileable in at least one direction would certainly make things easier (On X would be preferable since you only plan to scale the mesh on X as well). If you had it set up as such, then I could share an easy solution to get the result and control you’re looking for
Hello bbastian,
I think the best solution is to create a good trim sheet, as it should solve this problem. If it is properly planned out, you can use it for a bunch of other assets too. Here is a nice clean guide for that: https://www.artstation.com/blogs/jennifermcgarry/yd4Q/jenns-guide-to-trim-sheets
But there are plenty of other resources that might fit your workflow better.
One sidenote: It might save drawcalls, if you repeat using the same segement without rescaling, as it can be instanced/batched together then, if you have a hand full of pieces, that are different scales everytime, this should not work. (I do not now the actual usecase, so this might not be effecting you)
That was a great read. Funny how I’ve known bits and pieces of that process but never a name to call it or the missing pieces in the process. So helpful.
Once clarification though, you are saying that if I have two bridge segments same Z,Y but different on X axis (small filler piece and one large big span piece) those two can’t be instanced/batched, so there is come balance here using set piece sizes?