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UV layout for games

polycounter lvl 4
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Notes polycounter lvl 4
about to start unwrapping and something occurred to me...unwrapping an environment for engine/UDK...I should treat every mesh as it's own individual asset right??? meaning I should unwrap the full 1,1 space and assign a 128 or 512 instead of trying to put it all on one 2k map right??? Choice A in the attached pic?

uvlayout.jpg

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  • Froyok
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    Froyok greentooth
    Depends of your object : it's an important object ? Does it need several different diffuse ?
    Show it, you can't decide what to do without determining what is the purpose of the object (quest object or just a decoration ?).

    In your case, I guess the best optimized case would be the 256 UV overlapped + the lightmap like your 2048 UV.
  • Notes
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    Notes polycounter lvl 4
    the 2k map just an example, the uv's could've been anything from chairs to tables and what not...with tileable textures A should be ok bigger more important objects like Froyok mentioned; other non tileable and non modular less important can all be on one 1024-2048 then right?
  • gsokol
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    gsokol polycounter lvl 14
    Loading one larger texture is generally more efficient than loading a bunch of smaller ones, if thats what your asking.
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