Hi all, when UV unwrapping a character, do you advise increasing the texel scale of UVs for areas that require more detail such as hands? Or making sure to keep texel scale consistent for the entire character?
Last full character I finished I polypainted in Zbrush so UV scale of realtime mesh wasn't as important since I was baking all the maps down. But now I'm considering painting in Substance Painter in which case I'd want UVs to all be the same size.
I'm looking for pros and cons of both methods and also curious if there's anything I'm overlooking.
Thanks!
Replies
If it's a model for use in cinematics, then it makes sense to increase pixel density in head, upper body, hands.
If it's a general purpose 3rd-person model, then consistent resolution makes more sense.