I'm completely clueless when it comes to texturing pipeline, and unfortunately every tutorial I can find (Quixel or otherwise) is tech-specific (they explain the software, not the craft of UV'ing). I was hoping someone could at least help me put a word to some of these issues so that I can Google them further.
My pipeline:
1) My models have weird mismapping (?). It changes as I move the light source around, and it always occurs on two adjacent edges but not the opposing sides. My UV, Color ID, AO, and Normal maps are all clean from edge to edge, but I get this weird backlight when viewed in PBR mode.
2) I'm getting strange artifacts on chamfered edges. It looks like weird twisting/projection mapping. Again, I only see this in PBR mode.
3) Certain flat surfaces have weird patterns to them. Edge wear is occurring in the wrong place. Part of me thinks this isn't due to my UV map because it's absent in other maps. I'm only seeing this weird masking in albedo and specular layers. Even then - why is this only happening to certain faces and not all faces?
Replies
It looks like you're using a small fraction of your UV layout. Try filling the space while keeping the texel density consistent. Your "backlight" problem could also be related to not properly developing UVs for baking. This thread might help you there: http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
Unless I'm missing something, how would I increase the utilization of my UV space without distorting my UV map?
That link is super helpful, btw. Unfortunately I can't find Cinema4D UV workflow tutorials anywhere online, which is odd because it seems like a pretty popular program.
Unless I'm missing something, how would I increase the utilization of my UV space without distorting my UV map?
That link is super helpful, btw. Unfortunately I can't find Cinema4D UV workflow tutorials anywhere online, which is odd because it seems like a pretty popular program.
Unless I'm missing something, how would I increase the utilization of my UV space without distorting my UV map?
That link is super helpful, btw. Unfortunately I can't find Cinema4D UV workflow tutorials anywhere online, which is odd because it seems like a pretty popular program.
Unless I'm missing something, how would I increase the utilization of my UV space without distorting my UV map?
That link is super helpful, btw. Unfortunately I can't find Cinema4D UV workflow tutorials anywhere online, which is odd because it seems like a pretty popular program.
Definitely read through the hard edges thread. Almost everything you need to know to set up proper normal maps with proper UV layouts is in there. The Polycount wiki is a great resource as well: http://wiki.polycount.com/wiki/Normal_map