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UV mapping for "industry standard"

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Noob question. I'm wandering what UV mapping is expected by game industry.

No distortion in map. Is it good enough left example, or it should be more like right example ?

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  • V!nc3r
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    V!nc3r polycounter lvl 6
    I never worked in game industry, but I guess the same rules apply everywhere in realtime: the more pixels you're using from a texture, the best it is.
  • Eric Chadwick
    It all depends. Generally, the less uv seams, the better. Less distortion is better. 
  • Ghogiel
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    Ghogiel polycounter lvl 13
    I think it's worth noting that often clamping on some seam edges to avoid aliasing in texture bakes is a trade off worth making for some distortion
  • SnowInChina
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    SnowInChina polycounter lvl 11
    its always tradeoffs, more seams -> less distortion || fewer seams -> more distortion (generally)  and it really depends on your texture and the importance and viewing distance of your object
    for example, on organic textures you might not notice distortion as much as on "mechanical" textures
  • Eric Chadwick
    (never climb down, Mark!)

    Ghogiel said:
    I think it's worth noting that often clamping on some seam edges to avoid aliasing in texture bakes is a trade off worth making for some distortion
    Can you explain this s bit more? What does it mean to clamp seams?
  • poopipe
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    poopipe polycount lvl 666
    I assume it means to straighten seam edges. 

    Strictly speaking we should pixel snap our seam UVs so we can avoid fuzzy bits
  • Ghogiel
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    Ghogiel polycounter lvl 13

    (never climb down, Mark!)

    Ghogiel said:
    I think it's worth noting that often clamping on some seam edges to avoid aliasing in texture bakes is a trade off worth making for some distortion
    Can you explain this s bit more? What does it mean to clamp seams?

    poopipe said:
    I assume it means to straighten seam edges. 

    Strictly speaking we should pixel snap our seam UVs so we can avoid fuzzy bits
    ^This.
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