Hi everyone, I am updating my portfolio and will be showing UV maps alongside my new models. Are there any general expectations/standards for how good UV maps should look in general? My current model is somewhat organic in shape and the UV map looks weird to me. There are no issues such as texture stretching or overlap, I just don't know if the map "looks bad" or could be better. I don't have much experience making proper UVs so any advice is helpful. I am using Maya. Thanks!
Replies
If its a low poly i agree.
You can overlap shells to save significant space. A key skill for a game artist.
You can also use non-square textures. As long as they're powers-of-two in dimensions.
More tips here
http://wiki.polycount.com/wiki/Uv#UV_Tutorials_.26_Threads
Often I wonder if I'm unwrapping things inefficiently when I end up splitting things to minimize stretching but raising the vertex count in-engine. It seems like a balance between some stretching/distortion or vertex count. In other cases splitting a UV island up allows you to pack it more efficiently to increase texel density so that can be another variable.
I generally split my maps always at 90° angles when the mesh has those but it gets a bit muddier where/how to split on more complex organic shapes such as hands/fingers.
Should each finger have their own island if the hand ends up unwrapping with bent fingers like this if it gives less distortion by splitting it up?
Should both sides of the hand be connected or keeping each side a sepearate island? Keeping it as one sometimes gives me ugly areas.
Packing is a bit easier as well with it split up as I can give the inner side of the hand less texel density for example if that is rarely seen.
The screenshots above aren't mine and might be bad examples.
Sometimes when I unwrap a part of a organic shape, various limbs etc will point out such as here, I've wondered if these should be cut off for nicer packing.
Another example of something which could perhaps be packed better by splitting it up?
What you have in the final image looks ok though. I'd try and find something to put in the hole in the bottom right. For environment assets I will often add extra geometry just to fill out a UV map.
For example: you could create some vertebrae or a lower jaw for your skull and put the UV for that in the hole.