So I have been facing this problem lately:
Given a fixed Texel Density, a modular piece doesn't quite fit on the texture.
I know a few solutions at this point:
1.
Stack some uv islands. (drawback: baking maps from high will be annoying)
2.
Use a larger texture, then pack more than one object into it. (drawback: we have texture variants, sharing texture between objects will be annoying)
3.
Relax texel density rule on *some* of the uv islands, keep major uv islands (drawback: will limit what kind of texture we can use on these islands, gradient usually ok, patterned texture likely no.)
4.
Resize all uv islands until them fit (drawback: figuring out how much is annoying, defeats the whole purpose of texel density: knowing your objects will show up similarly along with other objects)
Which approach do you use?
Replies
2: should be happening already
3: legitimate but please see 1
4: see 1
i'll offer up an additional couple
6: Use materials that allow you to increase perceived texel density without using massive textures,
For the example given the only correct answer is 1
For 1, How do you solve the baking issue though (like AO/Normal)? Just leave it be? Mask it out somehow?
I use Marmoset Toolbag / Substance Painter, haven't find a good workflow that can deal with stacked uvs.
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By the way my low/high model look something like these (not exactly symmetrical, so can't use mirroring; and I would prefer not going that extreme neither...)
In the case of this asset, it's fundamentally a box so I'd just planar map each 'face' the and deal with the little distortion as the logs bend inwards. It'll lod a shit load better that way as well.
how big is the panel and what's your desired texel density?
You could also add some texture variation via the material as well in the game engine. Add some directionality to the detail or overlay textures based on world space.
Pick some small incidental parts that would be used alongside this one. Individual logs, connecting bits etc..
If you were pushed for memory you could scale them down but wood is difficult to pull off at 256p/m so I'd try to avoid it