I have a large object (a vehicle) it has multiple objects I've modeled it in 3ds max.
I'm having issues figuring out how to get the correct texel density across all the objects so that when i bring the model into substance painter I can have decent looking non distorted maps. I've found tools that help you set the density etc. The problem I have is the biggest object (the hull of the vehicle) obviously takes a huge amount of UV space. If I then apply the same amount of density to a smaller object it has such a small area of UV space that its pixilated and useless.
just this object alone takes one 4096 map forget the other 100+ objects in the scene
when applying the same density to a small cylindrical object the density is too small to even see.
I get that its acting as if these two objects were on the same 4096 map. But how to i give this smaller object more density when i can't increase the large object without going up in map size? if that makes sense.
To be honest I think I'm going about this all wrong. I've heard of Udims, but i figured since this is purely for a rendered image if i had say 4-6 4K separate maps it may work. If anyone has any tutorials or suggestions about how i can unwrap this object I would greatly appreciate it.
Replies
https://80.lv/articles/textel-density-tutorial/
*for items smaller than main bigger shape you practically eyeball and scale those UV islands up a bit till they get decent enough detail and dont get pixelated.
*3-4 4k maps for current gen hero assets is a norm.
*you gotta balance TD and wasted black pixel space on texture, that usually comes from tech dept in a studio. Like if you end up having an island on its own with plenty of space around so to have it as a separate texture or merge it with existing island on previous texture.
Hope this helps
The whole, we don't bother to learn why the rules exist but we sure do enforce them have spread that garbage pretty far. This isn't aimed at anyone particular in this thread but it's how this stuff spreads around so easily.
Sometimes I wish there wasn't a way to compute it and have some kind of measurable stat, those seem to trip people up and cause more busy work than there really needs to be.
(That was aimed at the OP, you're being a bit ridiculous but better here than on the job somewhere, lol)
OK, back to being helpful...
With big objects like this it can totally become an issue and there are a few ways to solve it depending on your situation.
A ) Does it really need 100% unique pixels everywhere? Can you use some tiling textures to get the densities closer?
B ) Can you use multiple textures for different areas? Sometimes there is a good material break and separating the areas makes sense, like cloth interiors and hard metal plates. They both might benefit from a texture split. Maybe it makes sense to split the shader too so you can do a particular trick like sub-surface scattering on the cloth that you don't want to do to the metal and masking it would just mean more textures and a more complex shader.
C ) Is there a way to imply a higher density while using less? Are some areas relatively large areas devoid of detail but certain parts of it need higher detail? Can you cut the mesh so you can upres that one part without having to scale the whole thing?
D ) Can you use decals and hovering planes to pack in details? Lets say you wanted to put the name of the ship on the bow. Rather than baking that into a giant UV section of the bow, put the name on a small hovering plane or depending on the engine use a projected decal.