When it comes to "next-gen" uv methods - should we strive to try to have square uv islands by any means necessary? After looking at "Giant Marksman" by Occultart and Bona (
https://www.artstation.com/artwork/xzGvV1) I couldn't help but notice the attention to optimization in UVs.
Below (work by OccultArt and Bona)
Does it make sense to push the UV's to this extent when creating characters for our portfolios? Is this being seen as expected practice by the industry?
I'm not in the industry currently, but looking to get in. Just want to know if I should be pushing to have this level of detail in my UVs.
Replies
Regarding grid/straightened islands: they can be great, however the layout for the head is probably causing some odd stretching of density at the edges. And while there is something neat about the fingers/hands being laid the way they are, the change of density from fingertips to wrist area would prevent any texture overlay tiling in PS. So in that sense I wouldn't call it "production-safe". For for the arms and legs which are more tube-like there is definitely some value though.
At the end of the day this is extremely dependent on the way the geo is built in the first place anyways. In general I think the UV style seen in Overwatch and Fortnite (pelt islands where needed and straight islands where needed) is much more robust though, and faster to create as well.
No padding is a bad idea, over stretching is a bad idea
Straight edges on shell are a good idea except where it results in over stretching
I would send those assets back to be re-uvd
https://youtu.be/yhGjCzxJV3E?t=1457