Hey there!!
Im learning Unreal and substance painter. Using C4d for modelling and UvLayout for Uvs.
What im actually doing (im not on a serious proyect, just learning) is:
I model my object, then Uv it and send to Substance Painter to texture it.
My biggest concern is with the "texel density" thing. I watched tutorials and i can understand how it is working. But i dont know wich one is the best approach.
Most of the times some parts of my object have blurry-low quality textures due to a low texel density.
So to fix this i need to modify the size of these parts in the UV.
But on complex models, i just dont have enough space for all....
So what should i do? Wich one is the common aproach?
I was thinking on make overlapped UVs. I think substance accepts it, not sure about Unreal... think so if i make a second Uv for lightmap.
But as far as i know, overlapping UV is not good... or what?
Is there any tutorial about UVing and Substance Painter and Unreal?
Replies
But using overlapping UV can be a viable option, the only thing to consider is when you want to bake your normal map, you want to put your overlapped uv's on a different shell to avoid artifact in the baking.
http://www.youtube.com/user/Allegorithmic?feature=watch have great tutorial about SubstancePainter,
hf !
Ill use the overlapping UVs tactic then.
If anyone has something to add... ill be happy to read him!