Anyone here have recommendations for guides, tips, techniques, etc, for UVing a room? i.e.) floor, walls, and ceiling of a bedroom as an example.
I mostly work with props and characters, so going up to this size is kind of new to me. Obviously I know how to unwrap, but I'm looking for suggestions on how to be more intelligent with unwrapping to keep material count low as the end product is going to be deployed on mobile VR and reducing materials / draw calls is pretty key for optimization.
Most of the props designed for the room are around 2048 px / m texel density. Curious as to what's a good way (if possible) to maintain this standard for much larger geometry like the walls, floor, and ceiling of an average sized room.
Like would you apply something similar to a trim sheet to your large surfaces, and then divide the mesh into respective units to fit onto a single UV tile?
Replies
The reason I am showing you trim sheets is that you need to use seamless textures to texture your models to get decent resolution. The trim sheet is just a texture atlas that tiles usually in one direction.
https://www.youtube.com/watch?v=DipfrjCgYW8
https://www.youtube.com/watch?v=IziIY674NAw&t=935s
https://www.youtube.com/watch?v=ozi57FHucNI
https://www.youtube.com/watch?v=ozi57FHucNI
Would you be able to explain what you meant with the Preserve UVs option you mentioned? Curious to learn what this is for whatever tool you might be using.
https://www.youtube.com/watch?v=Jp_I608DIss
It's a little hard for me to explain this while I'm doing it, so I hope the video wasn't too confusing. In this video, I try to demonstrate the texel density problems you might run into when texturing large assets.
https://youtu.be/QllSrvOwsXQ