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Preferred UV Unwrapping Method

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12 comments, last by Brain 5 years, 2 months ago

Obvious tool and workflow questions:

  • Do you attach arbitrary textures to parts of the 3D models (allowing and favoring reuse of specialized textures, e.g. a "polished wood" image applied to most of a chair), presumably with a postprocessing step that automatically rebuilds a consolidated texture atlas, or do you start with an automatically generated blank texture map and paint it?
  • In the latter case, can you easily copy and paste texture portions between separate but compatible UV islands with the same shape and orientation? For example, your shelf UV map is full of slight shape differences and mirrored parts, complicating a nice rectangular layout.
  • How do you combine painted textures and automatically generated textures like ambient occlusion or lightmaps?

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     I think what should get unique UVs and what should overlap depends on how much time/quality you want to give to it.

     For example, a wooden chair. If you are just planning on applying a generic tileable wood texture onto it, as long as the pixel density is consistent across the model, you might be able to get away with assigning UVs anywhere without regard to overlapping. This should also be pretty quick to do.

     But, if you were planning to paint or bake a particular texture to it, then think about the similar parts of the model. The legs might all be the same, and if each leg is rotated/mirrored differently, then you could create a single leg and viewers might not be able to tell the difference. But the seat would probably have to have its own UV island, as you may want to give it a look that cannot be shared with the legs. This takes only a little bit of preplanning to figure out what the similar parts are and setting up UV islands accordingly, but will give betterrults than using a tileable texture.

On 3/27/2019 at 6:31 AM, JoeJ said:

Finally you can reuse high frequency textures (grass, wood) more easily than low frequency (bricks, rocks) without visible repetition.

You can also use "macro texture variation", where you overlay a noise pattern onto the texture, in both your normal map and your diffuse map to make the detail of the texture seem far greater, and also to hide seams in tiled textures.

For example:

Macro_Texture_Variation_Landscape_4.png

This can easily be done in most engines, for example here's how it's done in Unreal Engine 4.

Hope this helps someone!

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