I am working on this assets its about 5 object
the question is if I set all the size and texel density.
in this image :
I still got some space in UV, so do I scale some of the object until there is no space ?
Your padding is inconsistent. If you're using say, a 1024x1024px map, then go for 8px of padding between all UV islands to avoid texture bleeding in engine.
Depending on your texture resolution, adjust your padding accordingly. So on a 2K texture you could use 12px of padding between your UV islands.
I will use 2K,
and what about the space uv is it ok to scale them or should I follow the size of the objects?
and another question how I know the space of 8px or 12px ?
As for the texel density, avoid major inconsistencies between your UV islands but a little bit of scaling isn't going to be noticeable.
You might find that some of your object require greater detail so you could increase the UV size of those particular sections. The point is make sure it's not overly noticeable to the point where it looks inconsistent and bad.
thanks sushi,
I got some update and some few problems.
first I read about the padding and for the pixel space I do it from the grid uv like this :
in normal I got this colorful in the spine is this ok or is there away to fix it ?
and last thing all my objects is fine and doesn't show seam only one got seam did I do a wrong way ? I know if I go far it will not show but let say it is an important object how to fix it ?
making normal map Mirror is it ok for games or this method not recommend ?
and what the good workflow if I want to make mirror to save UV with the normal map
If you are putting this in Unity then you need to look into Tangents and mesh normals i had massive problems with seams. Also were in Unity5 but i put them in Unity4 and no longer had seams.
If you are baking with Xnormal i would recommend Getting the UnityTSpace plugin for it that will remove some issues.
I also had seams when I previewed in substance.
GL, im still now 100 percent clear on the issue so I am Sorry I cannot help more.
Replies
Depending on your texture resolution, adjust your padding accordingly. So on a 2K texture you could use 12px of padding between your UV islands.
and what about the space uv is it ok to scale them or should I follow the size of the objects?
and another question how I know the space of 8px or 12px ?
As for the texel density, avoid major inconsistencies between your UV islands but a little bit of scaling isn't going to be noticeable.
You might find that some of your object require greater detail so you could increase the UV size of those particular sections. The point is make sure it's not overly noticeable to the point where it looks inconsistent and bad.
I got some update and some few problems.
first I read about the padding and for the pixel space I do it from the grid uv like this :
in normal I got this colorful in the spine is this ok or is there away to fix it ?
and last thing all my objects is fine and doesn't show seam only one got seam did I do a wrong way ? I know if I go far it will not show but let say it is an important object how to fix it ?
thanks
just some updates,
making normal map Mirror is it ok for games or this method not recommend ?
and what the good workflow if I want to make mirror to save UV with the normal map
If you are baking with Xnormal i would recommend Getting the UnityTSpace plugin for it that will remove some issues.
I also had seams when I previewed in substance.
GL, im still now 100 percent clear on the issue so I am Sorry I cannot help more.