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I am wanting to make a pack of cards in Unity and Maya. I am familiar with UV unwrapping in Maya, but I never used sprite sheet for my models i unwrapped. (They all just fit onto one texture so far).

I learnt somewhere that I shouldn't use two materials on the same object unless I have to (maybe this is incorrect, I don't know, but many of Unity Stanard Assets for example seem to have multiple materials.

In my way of UvMapping, I would need a square source texture which would have both the front and back of the card next to eachother like this:

enter image description here

but my source texture of which i wish to use has all the cards in rows, and the back of the card on its own 5th row:

enter image description here

If I was to use that texture in Unity, and the mesh i have made in Maya, do I even need to UV-Unwrap it? If I do, then how to I make it so that the front and back faces have their own material that I can then set the texture coverage, offset, etc from with Unity (set by the cards suit and face values).

I hope this question makes sense as is, but if I have been unclear and need to explain some part more fully, please let me know.

Many thanks for reading!

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  • \$\begingroup\$ I actually pretty much fixed this, perhaps not the correct way.. I gave my playing card two materials in maya (front, back). The UV I manually stretched the width so that both front and back completely filled the 0,1 space. Then in Unity I assign that texture twice (one to each) and used tiling and offset to show the correct card. It fully works but not sure if this is optimal or problematic at all. Anyway hope this may help someone else in the future :D \$\endgroup\$ – Big T Larrity Jun 11 at 16:18

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