i know that real world size means to make your model big like in real world
.
But I also heard that it makes uv mapping easier, why, could you please answer me, can you make some excamples with pictures when you do uv mapping with real world size and with out it. And do you use it or not?
Replies
It helps keep the texture density over multiple assets the same, thus making it more consistent.
Every square meter gets a pixel density of 256px² for example.
This means that a 1m x 1m wall will have the same size of texture space as a any other piece of geometry, like a car or whatever.
Im not sure calling this "real world" is accurate though.
It just means that every surface gets the same pixel density.
So for example 1m² could get 512*512 texture space, while a 0,3m x 0,3 that only 1 third of that, about 170*170 pixels
If you use real world, it wont, and yeah also, 1 unit in 3d will be 1 unit in uv, so you're sure that all your objects will have the same ratio.
I personnaly unwrap everything in real world, then scale at the end if needed but clearly this is more useful when doing buildings than a character.
That corresponds to uncheck normalize in the unwrap too.