So I hear so many conflicting things and I'm hoping someone can help me out here. Talking specifically for games:
Are Overlapping UVs acceptable or not? Why or why not?
Do I have to stay in the 0-1 space of a UV map or can I put some UV shells in the other available space? If so, why or why not?
I built a simple wall and laid out the UV's in a way I believe to be completely wrong, but the result looks fine and probably better detail than what I would have gotten from smushing the UV's into the 0-1 space. Granted I know I'm not in a game engine, but I can drop this in Unity or UE4 with minimal issues I believe. Can someone please tell me why this is bad or is it acceptable to do to take advantage of tiled Textures for more detail?
3D Model:
UV Layout:
TEXTURE 1024X1024:
I'm just trying to get a good answer since I hear it so many ways, but man it would take some of the headache out of UV'ing if I could use some space outside the 0-1 or overlap similar parts to save space and get a little more detail.
Replies
An offset of 1 or 2 units shouldn't give you any trouble though.
@Alex Javor Thank you for pointing me in the direction of Trim Sheets and polygon academy. A lot of times just figuring out the right question to ask google is helpful, so thank you. I very much appreciate the resources.
@musashidan when you talk about baking normals and the like for unique UVs. This would be more so for individual props and the like correct? Example let's say I had an item that was an important asset to my game and was unique that a player would get up close to. Would I make use of overlapping the UV's to gain detail or would that be bad practice and distort the normals or other bakes?
I appreciate all your responses and I'll play around with a few more things and repost results as I experiment. Thanks again!