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UV texture space resolution

polycounter lvl 7
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yaschan polycounter lvl 7
If I have two objects such as these, and they are supposed to look the same (same detail size) and I want them to share the texture sheet, how would you do it? (These are modular pieces so they need to be separate objects)

Obviously Object01 takes way less space than Object02 in UV space if I am to keep the same resolution.

What comes to my mind is to simply leave rest of the space unoccupied in Object 01. But is this wasteful spending if these are used in Unreal Engine 4 for example? It is likely that both of these objects will really use identical texture.

Other way to do it would be to scale the texture up for Object01 but thats a lot of work and may not be precise with my limited mathematical understanding.

I would like to know how you would do it.

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  • yaschan
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    yaschan polycounter lvl 7
    I am trying to find optimal way to place the UVs.
    Do you think all parts require their unique UV space in this type of model as there are likely no baking? I considered making a quick AO bake using Lightwave to help texturing. If I lay out the UVs in non overlapping manner thats one of the benefits.

    But would you say that overlapping uvs (=more efficient use of texture space) is a priority?
  • m4dcow
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    m4dcow interpolator
    So overlapping would be a good thing, you could probably have a one way tiling texture for the floor area and the railings, and have the T and cross junctions mapped the same way they are now.
  • yaschan
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    yaschan polycounter lvl 7
    m4dcow wrote: »
    So overlapping would be a good thing, you could probably have a one way tiling texture for the floor area and the railings, and have the T and cross junctions mapped the same way they are now.

    Thanks. Yes, I think so too.
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