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Making a UV cut to increase density at the expense of seamless shell?

guitarguy00
polycounter lvl 7
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guitarguy00 polycounter lvl 7
Hey guys. When I was modelling a shotgun I noticed that because it had such a long continuous barrel, the amount I could scale the UV shells up by was severely limited because they had to be around the same texel density of the barrel which was already maxed out in the 0-1 space. Someone mentioned cutting the barrel in half but wouldn't that result in a noticeable texture seam in between the 2 shells? I'll give you guys an example(not the best example but you get the idea):

The pink shell is highlighted green polys in the 2nd image. If I cut the pink UV in half, would it be noticeable on the model itself when textured? By cutting the UV into two pieces I could theoretically scale all the shells and keep the same density across them. Is there any way to mitigate the potential texture seam?


I've been very curious about this so any help would be much appreciated.

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