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Mari Non-Commercial Free

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Worldevour polycounter lvl 6
This is a list of the limits of the program: https://prnt.sc/gj3kt9
I don't underestand what is "six UV texture patches pre object", can someone enlighten me on this?
And also "five objects at once" does it mean five .obj files at once?

Thank you

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  • JedTheKrampus
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    JedTheKrampus polycounter lvl 8
    Mari uses multi-tile UVs. Basically a model with normal UVs has one texture patch. These UVs are in the region (0,0)-(1,1). You can put some UVs in the regions (1,0)-(2,1) and it will use a different texture set for that region. Do that for six such regions and that's your six patches. If you have six patches for each of your five objects you can work on a total of 30 patches at once, or 30 texture sets of 4096x4096 each.

    https://www.fxguide.com/featured/udim-uv-mapping/

    ^ this article should explain it a little more thoroughly. You can get a lot more texture resolution this way.
  • Worldevour
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    Worldevour polycounter lvl 6
    Oh i get the idea, thanks for the info!
  • FourtyNights
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    FourtyNights polycounter
    I've always been kind of confused by UDIM UV mapping in general, since when we are mostly game artists here. We still make multiple UV sets if we wish to have more texture resolution, except they are overlapping each other on the same (0,0)-(1,1) UV region. Only different materials applied to different parts of the mesh separate UV sets, so for example we won't get like the character's head texture to be spread all over the character's body and so on.
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