Hey everybody, I'm back with a question regarding UV unwrapping in certain situations. I've seen countless tutorials on how to unwrap, and I'm not having trouble with that specifically... but when using a 3d painting program like mudbox for texturing, is it okay to skip the more painful parts of unwrapping and just use the auto unwrap? Obviously it will physically work, but the textures will be an unholy mess to look at for complicated objects. I have seen only one rather advanced, current gen tutorial where his unwrap seemed to have been automatic, and he just navigated the mess when working by hand in photoshop, for example. There is a lot more material out there that looks more hand-tweaked and organized, but it's also frequently several years old.
If I was working in the game industry, and produced an otherwise beautiful asset but the texture sheets are incomprehensible due to auto-unwrap and packing... would that be a bad thing? Or is that "the new normal" for current gen stuff that isn't hand-painted? Thanks.
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Done it years before Substance, Mari or DDO appeared and sometimes it still seems to me as most simple and easy to tweak, re-use and setup way.
i am asking because i have seen a lot of people who have problems wrapping their head around uvs
but again depends on the client, time, if the object is animated, close to the camera, needs handpainted textures, will be reused later, does go into a game engine or is for offline render.....
This one... not having to mess with UVs at all... sounds lovely but too good to be true, so I had to ask.
Also thanks Oglu, you've responded to like 3 of my questions now, appreciate it.
So with a simple uv or automatic uv set up, the resolution is the same.
The problem with ptex is texturing say brick on a curved surface would be a problem unless you convert to uv flattened mesh in some softwares so the need for a proper uv set up is still there.
So no, an auto unwrap probably wont be enough
For the texel density a new auto-packing algorithm is in preparation in the Blender source code, for now it's an addon: https://gumroad.com/l/UVShotPacker
The technique is to start with a fake hand painted base then to finish your texture in 3D paint so problems like bad seams placement and brush strokes bleeding will be less noticeable.
To fake hand painting you need to have an high poly that will create your hand painted details and to bake a normal map on your generated UVs (and generated low poly with decimation + bool tool union) and to use diffuse colors to do your ID masks. To save time on the microdetails I use procedural texture project in Object coordinate with a low blend then I connect it to the displacement shader.
Then you convert the normal map into a a curvature and curvature smooth maps in Substance Designer or in Blender
Curvature map: https://blender.stackexchange.com/a/72602/23134
Smooth curvature: https://blender.stackexchange.com/a/100637/23134
Fake hand painting by using color ramps and analogous colors or do that in Photoshop: https://blender.stackexchange.com/a/90153/23134
Then you can open your model with the fake hand painted texture and add a layer in overlay or mix mode and 3D paint it for the subtle touches, then composite your two textures to get your final texture.
Note about the Smart UVs of Blender: use an angle of 45 instead of 66 to avoid overlapping on organic shapes.
Note 2: all this process can be automated with the free Blender addon AssetGen.
Really? Is there a reason why this isn't available to the public. I thought Mari had something like this.
What I am wishing for is renderers and games supporting vector maps that are resolution independent. Uvs are important. If textures are resolution independent, uvs and their placements would not matter much.
Hoping 3d painting softwares support painting vector maps the way raster is currently supported.
its also not supported by all graphic card driver to work with real ptex... and there arnt many ptex users... for example arnold cant render ptex... so all arnold based studios wont use it... its also hard to reuse ptex files.. its easy to break ptex... to less demand to develop the real thing...
and its tricky to mipmap ptex... its bound to the faces of the object... for each LOD you need a new ptex file...
the only renderer that handels ptex like it should be is renderman... all other are limited in some kind...