Hey guys, ive recently been learning about making game assets and baking. Ive got some questions regarding Uv packing.
After reading a bit on polycount on the topic, especially posts from Earthquake where he says its better to keep straight edges for mipping and scaling down I was wondering how should it be handled in my case as when i do straighten out the edges there is some distortion going on in the middle (right image). I wont be having details there but is this type of distortion ok if i would be having details? Or am i misinterpreting and should the straight edges be used for other shapes like cylinders mainly or should i try achieving straight edges for as many uv islands as i can?
Also when straightening edges the uvs follow the form better on the bounding edges, should i try achive that type of flow or is it not important and it can be like in the right image? Then there is the same issue as in the first question with the center distortion.
Thanks in beforehand!
Replies
If you are baking from a high poly mesh and using generated maps to create masks it won't be as bad. If you're using some sort of 3D painting it will be pretty much unnoticeable unless it is extreme.