Hi everyone. Working on something for my folio at the moment. Was hoping some of you with more experience could let me know if the UVs I've done below are fine or if anything majorly wrong stands out.
I tried to keep shells that are going to be of the same material close to each other where possible, but in the end, it was easier to pack it all without doing that.
Do I need more space in between everything, or is this enough?
Thanks!
Replies
http://wiki.polycount.com/wiki/Edge_padding
The way you pack your UVs will also be different depending on how you author your textures though. If you're doing it manually then mostly manual packing will be best. If you use DDo or some 3d painting app then there's not much point and it's probably most efficient to use something like Ipackthat.
Also I really like this workflow for manual packing http://www.polycount.com/forum/showpost.php?p=2047776&postcount=12
Oh and try to straighten your uv islands as much as possible without causing too many distortions. It helps make your packs more efficient and will look better because the pixels align with the uv edges
Tighter, eh? Okay thanks, will do. I wasn't sure how much space to leave in between shells.
Yeah, I'm going to bake out a color mask. Would you do that by just assigning different materials to faces in your high poly and then baking the HP to the low?
This method works well. From the wiki:
Visual Packing Guide
If you want a visual guide when creating your UVs, one easy way to see the spacing is to use a checker as the background image in your UV editor, with each checker square set to the padding width.
For example to get a 4-pixel-wide checker on a 512x512 image, tile the checker image 64 times... if you calculate that the checker image has 2 checker squares across it, then the checkers bitmap should be 8 pixels across for a 512 image, and 8 pixels goes 64 times into 512, so that means it needs to be tiled 64 times across your UV square. Remember though, that if your UV space isn't square, then the checker tiling needs to be adjusted.
I don't have Ipackthat, but I might get it for whatever I make next.
I think I followed most of the advice that was given in that link.
Ah I've been tempted to get it. Guess I will. The fact that you have to go through Steam was holding me back, but reading the polycount thread for it again, am I right in understanding that if you buy it now through steam you'll get a non-steam license later on?
32% wasted space according to Ipackthat. What should I do in these situations? Just go back in and scale up more important parts? Give unique UVs to some parts on the other side of the mesh?
Basically you have a bunch of long parts, and not enough other stuff to fill the gaps, think of it like unwrapping a normal sword, there's no way it'd fill up the whole UV space on it's own.
Okay, I'll make these changes.
I tried to give make some shells bigger and run it through Ipackthat again, but it doesn't want to seem to work once the shells have been re-sized. Down the bottom it says Nothing Selected, but there's no progress at all. If I click stop packing nothing happens either.
EDIT: Think I figured it out. Got something to do with having multiple UV sets.
If you scale something, make sure to scale all the islands that connect to that piece? Does that make sense?
The last uv map isn't that bad, it just looks like you have edge-padding up quite high.
Yeah, it ain't the prettiest. Don't think I can change it.
According to Ipackthat, there was only 17% wasted space. I thought that was pretty impressive.
Yeah, that makes perfect sense. I was careful to avoid scaling like that.
The padding between shells is 16 pixels at the moment, the default in Ipackthat. I might lower it a bit. I also set it to keep a 4 pixel margin from the outer borders.
Also, replies from peanut, then cookedpeanut. Bizarre.
Mario is going to add this feature to iPackThat so it automatically takes the shells you tag as "scalable" or whatever and fill in holes at the end of the pack. But not yet...
Ah, thanks for letting me know about the borders thing. I thought I needed it.
Yeah, I'll probably scale em up like you suggest. Will be cool when that feature gets added. Pretty amazed by how good Ipackthat is. Do you usually group related shells so they pack near each other?