I have seen that a lot of people that create game assets inside Houdini when they reach the UV phase they simply connect an auto uv node that results in a distorted free uv map but with hundreds and hundreds of shells but they call it a day saying that it's all ok...
For my workflow ( in Maya ) i usually unwrap manually or do an auto unwrap+sewing+unfold to minimize the number of shells and distortion but now i'm wondering if that "houdini auto uv workflow" is acceptable or not.
I understand that for procedural assets like buildings, auto uvs is a must for obvious reason but for individual assets i always knew that having over 300 uv shells in the 0-1 space is bad for texture resolution and seams.
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Thanks for the feedback