I have a question about UV tiling. I am working on a 3D prop in 3DS Max and wanted to understand UV tiling a bit better. I have seen some side effects from overlapping UVs when baking normal map so I wanted to know if what I did was OK for game ready models. In the prop I have about 14 bolts that are all the same so I overlapped the UVs to fix some issues I left 1 UV shell in the Original UV location and shifted all other 13 to the right by 1 UV space, so I wanted to know if leaving all other 13 bolts overlapping in the 2 UV space was OK or if it produces bad results when taken to engine or If I have to move each individual bolt by 1 UV space until they are not overlapping?
Replies
So yes, fine
So if I had say a box and all 6 sides were identical textures/normals. I could put 5 sides 1 UV space over(outside the 0-1) overlapping and that's ok?
Is this how a weapon could be made for a game engine to maximize detail?
Maybe i should just try this...