Hey there. I've been trying to make a sort of run-down rustic looking house, and I wanted to have it consist mostly of wooden boards. I'm happy with the placement I've gotten, but my biggest problem is UV mapping everything now.
Pic above is what I've got so far for the mesh. I want it to mainly consist of wooden boards like this. To save on texture size, I had the idea of, for the roof, UV mapping one plank correctly, and copying the UVs onto a new one and repeating so the same texture would be on each of them, and if it looked weird I thought I could slide the UVs around later and maybe that would fix it. Maybe it would, I don't know yet.
Here are what the UVs for the top part look like right now. The ones around the edges are similar, as are lots of other similar copied features. They are stacked properly, but way too big if I want to fit the entire building into a single texture, which I was planning on doing.
Here's what the UV maps look like for EVERYTHING on the mesh at once. Some of it isn't mapped properly or to scale yet, but most of it is. I moved some of them around temporarily just to try and organize where certain things went.
I've got one big question here: What do I do to make sense of this mess now? Normally I would organize this by going into layout and having it arrange itself from there, but I don't know how to preserve UV shell stacks as they just rearrange themselves afterwards. Was there a smarter way that I could have done what I'm trying to do? I'm basically just feeling lost at this point and idk what to do.
Replies
Now, going forward, this issue should serve as a reminder to keep modularity in mind from the onset. In planning your model, you'll consider things like, "what parts of my model will be repeated? Should I UV the initial repeating piece and then duplicate it over and over so that my UV's are set up from the start?"