This might be a stupid question, but I have a fairly large object that I want to keep at 8 px/unit but there wouldn't be a way to fit that in the 0-1 space of a 2048 map, even if I change just one of the shells to that range it doesn't fit the 0-1 area. So do I split the UV's into two maps? Not too sure what my options are...
Edit: Image for clarification. (and yes I can see the n-gons, they will be fixed in triangulation.)
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Replies
https://help.thefoundry.co.uk/modo/902/content/help/pages/uving/udim_workflow.html
Also with the UDIM workflow does it effect the process of baking? I use Substance Painter, so would that recognise the multiple UV maps and bake it down properly? How would I got about importing all these separate textures into UE4 for the final render?
In which TeriyakiStyle mentions "8 pixels per unreal unit (uu) is a good target for fidelity" and since 1uu = 1cm in Maya 8px/unit is a good target right?
i recommend this tutorial here: http://leonano.com/portfolio/texeldensity/
and this post here: http://polycount.com/discussion/91105/infamous-2-and-festival-of-blood/p2
an example of a similar technique can be found here https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques, however this method can be pretty bad for texel density if used incorrectly.