Hi,
I'm really trying to go deep into UVs and optimization, I want to save texture space with my models. Often time I have objects that just repeat themselves across my model (for example the rings of a chain), so I want for them to be unwrapped the same way at the same position on my UV space (this, I know how to do), since I don't need texture variations between them.
What is this technique called?
I know it's used over and over in games. Also, what is the workflow when doing this with Substance Painter?
If I have overlapping UV islands in Substance Painter I'm just gonna get glitches. Do I have to make a special model just for texturing it in Substance Painter, with only one instance of my repeating objects, to be able to create my textures?
If I understand correctly, they say to keep one object inside the UV space and move all the other repeated ones exactly 1 UV unit away (so basically, onto the next UV "tile") to allow for correct baking. I'll try doing that and will edit this post if it works, but even if it does I'm still very curious on what more knowledgeable artist have to say about this.
Hopefully all of this make sense, I'm self taught and kinda missing the proper vocabulary for this.
Thanks!
Replies
Unreal Studio recognizes instances so its great for repeating items but in your case I wonder if that would be efficient. Perhaps someone will rock up with the correct info.
I do it based on the type of mesh that i have. It's quite easy really, you simply stack the UV islands that are the same, topology wise ( ex. you have 2 rings that are the same and you stack their UVs on top of each other ), then you import the mesh inside Substance Painter for baking and texturing.
Remember to name the meshes accordingly ( _Low or _High ex. Ring_Low and Ring_High if you have an high poly ) it will be important later.
All the UVs go into the 0-1 space.
For baking be sure to put "Only same mesh name" for all the baking options that support it so you won't get any artifacts ( that's way you must have a proper naming convention ).
If you have an high poly mesh that you use only for ID maps then bake the low poly with itself without the ID and after that bake the ID maps using your high poly.
Texture the mesh in the way you want it.
Profit.
OP - stacked, shared, overlapping. Any of these is generally a term for it.
Substance will update your stacked uvs every time you reimport the mesh from Edit>project configs.
You can offset uvs for baking and then reposition in 0-1 post bake. Or you can just clone geo after baking. Either is fine. Personally I don't bother offsetting.
Do you mean lightmaps errors? Because nowadays I use only dynamic lighting with gi be it in marmoset or ue4.
A little known feature in max is that you can offset UVs in W which will affect the bake priority (in max)
In Painter you can't paint directly onto parts of a mesh with offset shells but I've never seen that as a problem. Usually I leave things offset until exporting to game, at which point I shove everything back into 0-1.
I'd be a bit nervous of what painter would do with stroke projection if you went from a stacked to unstacked version of a model - it's certainly possible strokes would be lost in translation. The other way round should be OK though
If you did some stamping or strokes in the 2d UV view, it'll project literally where you stamped them, and be most likely incorrect on your new model with new UVs.
I was under the impression that even strokes painted in the 2d view were still projected in 3d unless you're using UV projection
could be wrong - haven't tested it
It took me a week to fix all that geometry, but they wanted to see texturing work being completed so I made heavy and I mean heeeaaaavy use out of Substance's re-projection feature.
Turbosquid. Not even once.