I was experimenting with making lowpoly assets on one UV map using stacking and because you cant use baking on stacked meshes in painter ( at least i dont know way, well beside adding UV-s later, i make short Tutorial /my Experience
modeling my one pic i found on net old Pannonia house around 7100 quads (no interior) i think i could lower numbers at least half.
1.Grouped UV-s depends on different materials ( rock, brick, roof, etc...) with watching do have enough spacing between groups
2.stacked UV-s with same material then unstacked them partly ( if i have 20 beams and they use same material its stil still good to move them from stack so you have free place to minimalize repetition also painter can get you some strange artifacts when there are to much UV-s on same place)
3. Orient stacks which you need in specific way (roof caps )
4. Upper part of UV map i partly moved front wall maps so i can add details (brick under wall paint) which add details and if you place another maps little differently transfers to other maps adding more details
5. I mostly disabled Height beside rocks it can make some strange artifacts when mesh is in multiple UV-s
Painter difference between 1 and 2 K texture (Minimal in this case)
Painter 2k Angles
BC map for Arnold
Arnold Standard everything basic
Conclusion : It was good learning : Uv-s need more planing and watching tex density, results is good especially for 1k map, writing this tutorial it came to me how Uv-s can be moved on material part of map (3D software ) adding more details and answering my first question about other ways of doing UV maps .
Questions and your experience are welcome!
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