UV mapping is not for suckers. I found that out today. I am creating a low poly tree with hand painted textures and I'm not quite sure how to go about preparing the UV map. I have a couple stupidly basic questions that I'm probably overthinking:
- A lot of the shapes are repeating with small changes to diversify the silohuette. Do I need to create a UV map for each shape or would a single map be fine barring slight warping?
- Should the assets of the tree be put on a map separate of the tree itself?
Thank you for helping out! (Here is a
sketchfab )
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Replies
We have some info on our wiki about UVs. Have you seen it yet?
@Mark Dygert - excellent. That'll make everything much easier.