Basically I have a building that is part painted texture and part tiled texture(walls)
I've no need for the unwrapped walls to be on the texture map as they won't need painting, all I need is for them to be all proportionally unwrapped so that the tillable texture applies correctly, like this
http://prntscr.com/8sn6su
At this point I don't really know what is best. I can either plop the wall uv's right in the centre of the map overlapping everything, or I can just put them outside of the rendered area.
I mean the outcome is completely fine whichever way I do it but I'm wondering, is there something I'm overlooking, or is it perfectly fine to do this?
http://prntscr.com/8snc4f
Replies
Some engines use a kind of compression on UV coordinates which means if you have huge UV charts then you'll get inaccuracies (stretching and warping) at the extremities. Of course the best way to test this is to check your work in-game.
I want to second this to drive it home.
As you get a certain number of units away from 0-1 you can start to lose floating point precision, depending on the engine. I have encountered plenty of wobbly PS1 style texture artifacts due to placement relative to the 0-1 space.