
Originally Posted by
Dragonlord
No, this doesn't work like this. You use a 3D modeling application to create the mesh which is then exported to the editor ( as far as I know... not 100% sure on this step ). The mesh is uv-unwrapped in a non-overlapping fashion. The problem with non-overlapping unwrap is that the unwrapped geometry is required to not contain "stretching". Now how to explain this. If you take a plain for example and you create hills and valleys then you can look downwards on the terrain and make a snapshot and you see all the surface of the terrain. In this case you can make a non-overlapping unwrap. Now make an overhang, or a cave mouth for example. You find no angle of view anymore where you can see all surface at once. In this case the texture has to be stretched a lot to warp the surface into one which can be seen without overlap. You have then though introduced stretching into the uv-unwrap which is noticeable since some geometry seems to be texture with higher resolution others with less ( and the blend between different resolutions is what breaks afterwards ). Hopefully I could explain this a bit. You have to fiddle once with Blender and using the unwrap tool for different geometry ( use a kind of grassy plain and on the other hand the blender monkey ) and see what happens with the uv-unwrap.