Hospital Project: Textures
- Mitchel Geraedts
- Jun 4
- 2 min read
I'll start this post by stating a thing I am extremely frustrated by; namely the fact I could not get this to work the way I wanted it to.
To start, after unwrapping, I wanted to try and put textures on an atlas. This is something I've only done with plants in the past, so I wanted to test it with buildings.
I could not get it to work. I tried scaling down the textures in the texture atlas too, but even when i made the textures smaller, it still didn't give the result I wanted.
I looked up multiple guides on how to better approach this, but after looking around for a few hours, I could not find the answers I was looking for...
Texture atlas not working; massive bricks
Instead, I came up with a new idea; making it different materials so that I could scale the material in Blender, then baking them down on a single texture. In my mind this would work alright. In practice, however... It turned into a mess.

After trying this several times, each of them leaving me with the same distorted mess of a result, I tried cutting the hospital into smaller parts and baking it onto that. This resulted in the same exact error.

What's interesting to me, is how the distortion is always in the same place. This at least tells me that the problem lies somewhere in those isolated areas.
However, I have no idea what it could be exactly.
I tried everything I could to fix it, from checking for hidden faces to cleaning up the overlapping geometry and playing with UV size, margin settings and turning off all noise in the rendering process to see if that worked. None of it did.
Eventually I had to make the frustrating decision to leave the materials as is, even if that approach is juxtaposed to my original goal of making this project optimized.
I am still quite pleased with the result, even if it's a bit frustrating that it's so unoptimized in the texturing department.
Final triangle count: 2.242
Result in Unity
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