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Using a pre-planned texture sheet?

polycounter lvl 9
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Chase polycounter lvl 9
I just got done watching a tutorial from my class and our teacher was blocking out the main shape of a house. He briefly mentioned using a pre-made texture sheet and laying the UVs onto that. This is that texture sheet/model.....

45708522.jpg

Can someone explained to me the process behind using a pre-made texture sheet maybe using this example specifically? I might just be thinking way too much into this because I always thought you'd model, unwrap, then texture. Unless you were using a tiling texture in which case it wouldn't matter. I can understand the ventilation grate in the above example, but how would you lay the UVs over that? Would you just model in a ventilation grate and put those UVs over it? Same thing with the roof tiles. Would you just unwrap the roof and lay the UVs over the roof part of the texture?

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  • pior
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    pior grand marshal polycounter
    Yup, you pretty much answered your own questions :)

    Also both Maya and Max have an option called "preserve UVs" which eneables you to move a vert in 3D space and have the UVs adjust themselves accordingly in the opposite direction in realtime so that the texture doesn't "move" and the vert being moved effectively glides on the texture underneath.

    Ok it's super hard to explain with words - just try it, it's powerful :)

    By the way this is a very eye-opening exercise, you will learn great things from it. It's also applicable to non-normalmapped character art to a certain extent - I played with that a lot a few years ago, it gives surprisingly good results when used wisely. We even made some modeling collabs based on that idea here on PC back them - people contributing premade texture sheets for other artists to model unexpected stuff from. Cool stuff :)
  • BeatKitano
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    BeatKitano polycounter lvl 16
    About that pior, I remember your chun-li done with this method, I tried something similar the other week, couldn't get my head around it. I would love a short video about how you actually do it.
    This also makes me wonder why no one ever created a small app to model on a uv view and then shape the planar "mask" into actual 3d models. Could be extremely handy and faster to boot.
  • monster
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    monster polycounter
    It's called a texture atlas. The idea is that several objects in game will use the same texture AND the same material. This can dramatically reduce draw calls and increase performance, even if you use more geometry. (Like the tiled grate in your example. Instead of one long quad with a tiled texture, you have several quads that share UVs.)

    Typically I wouldn't make the atlas first. But say you had to create a set of 5 buildings with similar features. The first building is model > UV > start texture atlas. The second building is model > UV to atlas > add unique building features to atlas. And so forth...
  • Chase
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    Chase polycounter lvl 9
    The sharing UVs to reduce draw calls definitely makes sense. I gave the Preserve UVs option a try and wow that's a nifty trick. Conforming the uvs to a predetermined texture is the crazy thing to think about. So one method is reusable and the other one is not reusable? I would really love a tutorial on this process too :)
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