If I don't care about vertex count and I make texture map in substance painter that has tri-plane projection, is there any reason that I need to avoid UV seams as much as possible?
And by the way,is UVs need to be flattened as much as possible if I use substance painter and have enough resolution for the map?
Thanks.
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The problem with UV seams is they can cause textures to look ugly, because it shows were a texture begins and ends instead of just keeping everything ambiguous. I don't know how substance painter handles it, but I imagine it's the same thing unless you can "paint out" those areas.
In fact when baking normal map, separating UV shells (which means UV seams) at the right place will give better result rather than trying to hide them.Substance painter's tri-plane projection could make seams unrecognizable.And of course as you say,It could also paint out those seams.
Bear in mind as well that tri-planar projection doesn't lend itself well to all purposes: Imagine having a sign on a piece of metal perhaps in a software other than Substance and then having to cut and piece together the individual parts to change it. Also, axis-aligned UVs (for cables for example) obviously don't work with tri-planar when the actual mesh is not axis-aligned (but deformed/curved).
OP, my rule of thumb is that you should have as few UV seams as you need to have a low-distortion unwrap, so long as that also means your UVs are reasonably easy to paint on. This means that you lose less texels to padding and avoid as much vertex duplication along the seam as possible. Texels which are used for padding are all texels that aren't making your art look better, so you should have as few as possible as long as that number of seams also facilitates tight packing. Usually aim for 12-40 big islands depending on the asset and you should be fine.
Hide seams where possible
Put seams where they are required for normal baking
Avoid angled seams where practical (to minimise aliasing artefacts)
Leave sufficient padding to prevent artefacts caused by mip-mapping
More importantly, test your unwrap in engine before committing loads of work to texturing - that way you'll be able to see which bits aren't working right