I have been doing some development using the Unity 3D game engine and Blender. I recently discovered that in order to use the lightmapping feature of Unity 3.0, I can no longer use the texturing workflow that I was previously using because Unity lightmapping chokes when any UVs are outside of the 0 to 1 UV space. Up until now, I would just manipulate and scale the UVs of my object, often times outside of the 0 to 1 UV space, until things looked right and repeated appropriately.
So my first question is: How do I repeat an image-based texture without scaling the UVs outside of the 0 to 1 UV space?
The solution I came up with doesn’t seem to be working. I never used to mess with materials. I would just select my UVs and then apply an image in the UV/Image Editor. Unity would automatically generate a material for me. Now I am creating a material, assigning a texture and using the image repeat settings under Map Image in the texture panel. Here is the big problem. Although the repeating texture displays when I render in Blender (which I am not really concerned with) the image does not repeat in the 3D View. Why not?
What settings or technique am I supposed to use so that What I am seeing in the Texture Preview window and render window matches the 3D View and UV/Image Editor?
Thanks in advance to anyone who can help me figure this out.
BTW… I am using Blender 2.49