Hi guys
until now there is one part confuse me, when I model a weapon or any props, usually I add it in 1 UV and make all the UV checkboard equals.
and that fine I already understand it.
but when I have many stuff inside environment scene how I prepare my UV ?
let say this very simple example
got bed - cupborad chair etc...
how I decide if I need to put ALL objects in 1UV ,or I should make the bed and cupboard in 1UV and the chair table in another UV ?
another example I make a door gate but after I finish all I found the resolution was bad even with 2048 =_= and I was suppose to separate in 2 UV to be good quality.
so is there a way or rule to follow for my environment resolution so that not find different qualities in my scene ?
Replies
Also depends on your desired texture size ofc.
you mention "match your desired texel density" I keep read about this but my biggest question how I prepare the texel density ?
yeah, my planning environment for game.
so you mean like example, "picture frame" and I am planning to use it in many levels, so its better to make it in 1 UV and not to share with objects that can only be used in one level right ?
and if you let me know what are these factors I will be thankful, links or videos
Do you have access to digital tutor? This particular video helped me when I was trying to figure out what textel density meant practically.
thanks guys,
sorry I was busy with my college.
ok here the part that I don't understand the meaning of "256px per meter"
I keep reading like 512 per meter or some times 256 per meter,
what exactly mean by this if you guys can explain with some examples will be great.
and why let say I decide on 512 per meter?what the rule of it ?:)
You can then work from this to figure out what size texture sheets you need to use, 1k,2k,4k, ect. And this will help determine what to use for your other models.