Trying to find some good info about it and can't find any. So I have to ask:
How many uv maps should I use to texture a portfolio character?
What resolution is preferable today?
Is 1x4k map for the entire character is a good idea(skin on separate texture, as well as hair)? I saw someone using that for a character before...
If I don't use 1 map, how do I decide what objects to put on separate maps? How to maintain texel density then?
I hope that makes sense. Thanks in advance:)
Replies
If I'd use multiple 2k maps, how do I decide how many of these maps to use and how to separate assets better between maps?
1. Is the character seen closeup, i.e. facial animation in cinematics. Then higher texel density for head and shoulders makes sense.
2. Do certain parts use alpha blending, while others do not? If there's hair on the head but no where else, then you don't want the whole rest of the body to have an unused alpha channel, because that eats up memory. Better to put the hair RGB and alpha in a separate smaller texture sheet.
3. Same thing goes for other textures if needed for certain effects. For example if you need a SSS map for flesh, it makes sense to limit that texture to only those UVs that need it.
4. However you can also combine maps together into different channels of the same texture, and use multiple UVs to isolate them. This decreases the # of textures to fetch from memory, but multiple UVs increases the vertex count of the model, and extra shader complexity could slow things down also.
Totally depends.
Testing the new DX11 features of ma2013.5
Hope this helps!
http://oldwiki.polycount.com/SkankerzeroModularCharacterSystem
(the images aren't up on the new wiki yet)