Hi,
I understand that we need to have a consistent texel density while we're doing UV map.
Here i have arranged the all the Uv maps for 3 props (poster, floor, wall) in the correct texel density; im planning to use 2048 x 2048 texture resolution btw.
So how do i export the uv map for Floor and Wall since it's very huge as compared to the UV map of poster ?
Because if i shrink the uv map for both floor and wall, then its texel density will be wrong.
This link will direct you to the Maya 2018 file:
https://drive.google.com/file/d/194WdOkmEfLC1dxqsCAdf-e9KW1zrs3e4/view?usp=sharingThanxs.
Replies
For vertex paint you'll need to change topology to more even grid across all mesh.
If you split you'll get better quality for lightmaps, and more optimized for visibility culling.