For tetrahedrons, cubes, octahedrons, dodecahedrons, and icosahedrons (d4, d6, d8, d12, and d20 dice), create a singular factory that generates the appropriate triangles if possible. There are some possible setbacks related to cube faces and pentagon faces, which need 2 and 3 triangles respectively.
Another issue is procedural representation of the UV coordinates. Equilateral triangles (2 by sqrt(3)), squares (2 by 2), and pentagons (?) should all probably fit in a 1x1 squares, regardless of how much space is wasted by doing so.
This means the UV texture will look something like 1x4 through 1x20 textures (scaled by some factor of 2).
For tetrahedrons, cubes, octahedrons, dodecahedrons, and icosahedrons (d4, d6, d8, d12, and d20 dice), create a singular factory that generates the appropriate triangles if possible. There are some possible setbacks related to cube faces and pentagon faces, which need 2 and 3 triangles respectively.
Another issue is procedural representation of the UV coordinates. Equilateral triangles (2 by sqrt(3)), squares (2 by 2), and pentagons (?) should all probably fit in a 1x1 squares, regardless of how much space is wasted by doing so.
This means the UV texture will look something like 1x4 through 1x20 textures (scaled by some factor of 2).