This looks like a simple case of OP not knowing that UVs are and what happens when they scale a mesh in the game engine without considering that they’re deforming the UV map. I would recommend looking up information on UV tutorials for game engines and 3d modeling programs to get the absolute basics. If you want a repeating texture you may have to use a base part instead of a mesh part so you can resize it without deforming the UV map.
so artblox already show me this method 6-8 months ago but i forgot to share it with you guys.
This method works great on straight objects for example like walls and straight roads but curve road for examples its not going to work, idk why but yeah thank you
I’m not surprised your finding the use of Physically based rendered materials challenging. I’ll cut straight to the point and say if you use tiled materials from texture sites it will look duplicated. You best option is custom making materials for objects that your going to use at its own size and not stretch it.
One way I managed to get SurfaceAppearances to tile is by exporting the mesh as an .obj from Studio without any SurfaceAppearance or Texture instances parented, then reimporting it as a mesh. Then the SurfaceAppearance ends up tiling as if it was a material.
I tried to replicate this behavior in Blender, but gave up after 30 minutes.
I wonder how safe it is to use this ‘humanoid method’ of tiling. I mean, if this is a glitch, and you build an entire map using this, how likely is it that Roblox will fix this glitch and ruin your work? Hmmm. Its a mystery.
I messed around with .obj files for a while and apparently this is due to how Roblox saves vertex textures. I managed to change the size of the tiles, but still no idea how to automate this process.
(Right is the mesh generated by “Export as .obj”, while the one on the left has edited texture vertices)
(If anyone’s still wondering how to do this, I was stupid and tired and kept overcomplicating things. All you have to do is apply a proper UV map, then scale it up to a massive size in a 3D editor. Then since the UV is bigger than the texture, it will circle around it creating a tiling effect. Beware of seaming though.)
It depends. If you want to use a PBR material for a large object then look for a PDB material tailored to your object. There’s no other way of doing it. (other than making your own material.
Or just edit the UV map so that it loops around the mesh. Any UV coordinate outside 0-1 range will wrap around the mesh multiple times. Doing this is a time consuming process, but excellent if done right. You can view this video for more information on how this is done.
This process is considered archaic in modern game development, but this is the most reliable way to get actual custom materials in Roblox.