Hi, Polycount! I'm in confusion and need u'r help. Right now i'm making model of scope and it has many cylindrical parts, and as result many ring piecies when i unwrapping it, here is screenshot of fast uv packing and model itself:
I want to know what to do with ring piecies when i unwrapping such models. Should i divide this rings by two or more halfrings or anything else? Thanks for any response.
Replies
Tim explains it eloquently in here.
https://www.youtube.com/watch?v=BbZ7ip-eCcI
Personally I'd be applying a planar map along the axis of the scope to the various ring faces - obviously overlaps need to be handled but they'll pack inside each other and when you're removing detail for lower LODs it's won't look shit and will be much cheaper
If you need to Lod then your priority should be making your lod transitions as close to imperceptible as possible and the best way to do that is to make sure that you can rip out geometry without smashing up uvs.
If you do this right you can lod earlier and thus get more stuff on screen without screwing performance.
In this case..
If you've unwrapped all the rings to independent straight shells you have to keep the edges that define the edges of the shells in your lod.
If you map the end of the scope as a planar projection and keep the shells together, you can remove any thing you like as long as it's withing the bounds of the outermost shell.
It's really hard to explain without pictures but basically if you build the lowest lod and unwrap it you'll get the basis for UVs that Lod well.
It's not just something to consider for manual Lodding though. Simplygon etc will do a much better job if UVs are laid out in a lod sympathetic fashion as it still has to deal with the same limitations.