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I am creating objects for a game which consists of hexagonal tiles. I successfully created looping animation for ocean, but failed to make it loop spatially, due to my tile being hexagon, and not a rectangle. As a result, my water objects don't fit together nicely:

Group of water tiles, it is easy to see discern separate objects.

Is this "hexagonal looping" possible in blender?

blend file

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  • $\begingroup$ Is there a reason you want to keep your mesh as hex tiles? Or else you can use CTRL + T to triangulate all the faces. $\endgroup$ – hawkenfox Jan 4 '16 at 11:04
  • $\begingroup$ @hawkenfox Yes, the game mechanics have been built around a hexagonal game grid. Due to how the tiles work, it is necessary that each tile's projection on a horizontal plane be a regular hexagon. All faces are already triangulated, as my rendering engine does not allow non-triangle faces. $\endgroup$ – Mirac7 Jan 4 '16 at 11:09
  • $\begingroup$ I see , is it possible to post a .blend file with just a portion of the mesh in question so some of us could diagnose the problem and probably solve it. $\endgroup$ – hawkenfox Jan 4 '16 at 11:14
  • $\begingroup$ @hawkenfox added blend file $\endgroup$ – Mirac7 Jan 4 '16 at 11:53
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So here is a hexagon grid converted to a staggered rectangular grid with indication of the direction how the rectangles need to "line up":

enter image description here

The rectangles are seamless from top to bottom exactly how you expect. But the left-right 'seamlessness' needs to be rotated +30°(or -30°) because of the staggering.

When you have the rectangle seamless, you create the hexagon from it by cutting and re-arranging the corners like this:

enter image description here

Now you know how to seamlessly tile hexagons. With a bit of skill you don't need to go through the rectangle phase at all, just create tiling with one tiling axis rotated 30°. That's the trick.

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