Hello everyone. Not sure if this is in the right section but anyway...
Just creating a Katana for a client (my first ever sword) and I've hit a problem with the UVs. As you can imagine the huge blade is taking up a lot of UV space and if I keep everything else to scale then theres a lot of wasted space. A lot.....
So what do I do? Or more precisely what have any of you done before? Do you use a non-square UV map? ie 1024x256 etc (the game is in Unity so waiting for him to find out if that will do). Do you chop the blade UVs in half? this still wouldn't work too well in my view. Or do you put the sword in diagonally? Still has wasted space though...
Any help would be appreciated here
Thanks
Replies
You could chop the blade uv's in half shouldn't be a problem imo.
And technically I would still be using power of 2 UVs, as in it would be either 256, 512, 1024, 2048 etc but the UVs wouldn't be square.
This is a UV template render of my quick UVing (very quick) I think I'll move all objects to the top of the map
Yeah I see what you mean with that uv layout. You could always texture it like that, then cut off the layout and make it an optimal layout and do a transfer textures with the two meshes in your 3d software or xnormal. Quick and easy solution so texturing wouldn't be a pain. I'm sure someone else will pop in with a much better solution though
Second, split the long shell into either 2 or three smaller shells. It's pointless having such a long shell if you are restricted to using square texture maps.
http://answers.unity3d.com/questions/195219/can-rectangle-pot-pvrtc-textures-be-used-on-ios.html
http://answers.unity3d.com/questions/8826/using-non-square-textures-on-iphone.html
http://forums.tigsource.com/index.php?topic=27423.0
The last one there is interesting as it talks about how to prevent issues with automatic re-scaling when building on iOS, essentially just manually setting no compression and taking the texture "as is". At-least that's my understanding. The last iOS game I worked on in unity had pretty much zero texture compression, I never questioned why... perhaps all of this explains it though.