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Strategies for UV mapping Buildings

Ruz
polycount lvl 666
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Ruz polycount lvl 666
so I have been trying out some environment work. last stuff i did was in about 2005 lol
In terms of uv strategies, i am always keen to have everytihng unwrapped properly, but since there are so many
elements, how do i progress
I was thinking of splitting it in to main building( which has 3 textures/materials), awnings, signpost and then each accessory could have it own uv space
so i can reuse them
the pavement/road will have its own uv's/textures also
If I optimize this a lot then would have to tile the actual texture and not scale up the uv's ( i think)
Back in  the day i would just use squares and then copy and paste texture to each uv square
I could then if required do a second uv set and bake it out
Not sure really, any advice would be appreciated
still have to add loads of electrical stuff on the side of the building, which would be another element to contend with
I am mainly concerned with efficiency overall


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