Hi!
I'm new at Polycount, and I would appreciate your help.
After reading lots of tutorials about UV mapping, and after lot of experimentation, I have decide to use just smoothing groups (no chamfers) in some mesh (helicopter rotor) wich have lots of 90º angles.
As I have to split the shells (islands) in the uv acording with the smoothing groups, I have many, many pieces. My problem is the padding... I have seen this:
http://wiki.polycount.com/EdgePadding
Using a value of 4 means that I need 8 pixels betwen each shell. This is not problem for the big ones, but for the smalls seems like a waste of space, because the gutters (spaces betwen shells) are so huge compared to the shells.
What could I do? I don't want to chamfer and stitch the cells, because shading problems are still there (I have made tests in CE3 and UDK).
I was expecting be able to use the same texture for the main body of the heli and for the components, but... Should I put the small parts in a diferent texture, with a smaller padding?
Replies
You can see in this example of a cube where I rendered an AO map with 32 pixels of padding, the padding does not encroach into important areas.
Thank you very much, TychoVII