Hi guys, I've started studying 3D two months ago, focusing on environment art, but there are some concepts that I'm not quite understanding. At first I was told that UVs should always fit into the 0 to 1 space, then I found out about tiling textures and trim textures, and how UVs in these cases can be bigger than the 0 to 1 space and can also overlap.With that in mind, my question is: Is there a limit of how big can I scale an UV shell to have the right texel density in a tiling or a trim texture? For exemple, if I want to texture a big scene floor with a texture that I've created on substance designer, or even texturing buildings, can I scale the shells really big to have a nice texture quality? If so, why people always talk about creating modular pieces for floors and walls? Sorry for the silly questions, and thanks in advance.
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