Hi guys, I'm modeling a rifle and I'm done with the high and the low poly and now I'm doing the UV mapping for it and I'm wondering is there any rules or to put it better do or don't when doing the UV for a normal map ? some people say its better to have a straight edge UV and that will work better for the normal map, is that true ?
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This is especially true for hard surface models.
You can also see the aliasing in the uv map, try zooming in a curved uv island and you will see that the borders are all "zig-zagged" like aliasing.
If you use Substance Painter you can put a blur filter on the material layer with aliasing to mask out the artifacts but it's not always possible and you will lose details.
Clean UV but not straight
straight UV with distortion
what do you think ??
what you want to do with the kind of shapes you have there is how everything in pic1 looks. even, correctly rotated uv islands so as to align with the pixel grid and as "relaxed" as possible (even texel density). sometimes there are manual adjustments you want to make as well in the name of better quality bakes, giving more focus to important areas or straightening out thin edges to be pixel aligned. so it's often a tradeoff of texel density vs pixel alignment vs skew that you tinker with for the best results.