( This is for personal art and not for any game )
I'm looking for the ( formula ) you guys use to uv map multiple textures to a object to get even pixel density across a very complicated object for VERY closeup renders.
My workflow is to model in 3ds max 2014, export out individual parts to Headus UV layout because I hate max's uv tools. I;m limited when uving in layout due to it being a 32 bit program so I have to break the model down for import into uvlayout. It can only handle 350k polygons maximum in my computer setup. The entire model is around 3 1/2 million polies atm.
I bring them back into Max for the final packing etc...
The total surface area of the model is about 150 sq meters.
I am also wanting to use multiple-tiled textures workflow.
http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm
The problem I'm having is figuring out how many textures is actually needed for such an asset is if its modeled in meters and Im rendering out lets say a 4k by 2k maximum render window in close-ups while keeping the textures looking crisp and clean.
Is there a formula that can be used to figure out how many textures are needed across the surface of the model ?
This is really complicated to me and I could use some help getting Max setup for doing multiple tiled textures and cutting the model up for texturing. Keep in mind that the uv's are done in another program and I have to separate them back out in Max and get them to match again.
Here is a rough screenshot of the model. Just basic diffuse maps for now.
Replies
All you do is offset your UVs for as many textures as you want. The great thing about movies is you can use 30 textures on something and nobody will care lol.
If this is for games that you are going about this all wrong. You want to make a lowpoly model that is much more manageable and UV that instread. For an asset like this you would probably be fine with a couple 2048 textures.
I indeed want more of a movie/vfx/hero type of texturing. This isn't for games at all.
Im wanting the textures to be optimized and consistent across the model for closeup renders.
For example I don't want the gunbarrel to be crisp and weathered, while the tools along the hull look like a55.
So.... is there a formula to figure out how many textures to use or is it just a big sloppy mess, slap a checker map on the whole thing and pick a random number of textures to use kind of thing ?
Usually this is planned on a per-shot basis for films. This is because it's a very open ended question.
What more information is needed ?
Is there no "consistent" way of figuring out how many textures are needed for a given model if all the dimensions and scale are known factors ? I thought it would be more precise then that.
I do appreciate the responces, maybe Im asking on the wrong forums for this type of work.
Exactly how close do you need to get to the tank? which sides of the tank can you see? which things get the most closeups? These are all the things you would determine by creating storyboards or an animatic.
For some movies they make specific models for specific shots and they'll only texture exactly what you see in frame. So without any idea of exactly what you'll see in frame then it's very open ended.
So if your area is 1024 inches square, and your map is 1024x1024, then your RWS is 1 texel = 1 inch. If you want 1/2 inch resolution, then you'll double the map size, etc.
Use your closest shot of what I can only assume is your Panther tank as reference and created a texture that looks good as that distance.
You can also play it safe and use 4k or even 8k textures. Better to use more resolution than you need than too little.