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How to unwrap this object?

Hi all. Today i faced a problem with this guitar. I was searching the Internet for the answer but i didnt get it. How can i unwrap the body of the guitar properly?


The object is perfectly scaled for UE4, so the scale is ok.


The body has 60 TD/cm on the 2nd image(using 4K texture), definitely the TD that i need. So, i cant scale it, cant separate it on parts and cant use 8k textures. I can unwrap all the body to 0-1 UV space, but the TD will be ~40, its too small.


The next step is baking and texturing. I was thinking about UDIMS, but i dont really wanna use UDIMS. What should i do in this situation if i want to keep 60 TD? How would you unwrap this kinda object? Is there any ways to unwrap it properly w/o UDIMS?

Replies

  • Mink
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    Mink polycounter lvl 6

    Unreal does in fact support 8K textures. It also supports non-square but still power of 2 resolutions, such as 4096X8192. So if you're that dead set on that perfectly uniform texel resolution, simply unwrap in the style of your second image, and when done scale everything down by half on one axis and into the 0-1 space. If that is not at all possible for you, which is likely depending on your texturing software, consider a texel density compromise, and push parts of the texture into different densities depending on how viewed they are going to be. Your Third UV can be much more efficiently laid out, and is very under-utilized in terms of space.

  • e11eVen

    Thank you for your answer! I will use your advice. About third uv - into this empty space i will unwrap another part. Thanks once again!

  • e11eVen

    Thank you for your answer! I will use your advice. About third UV - i will unwrap some another part into this empty space. Thanks once again!

  • poopipe
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    poopipe grand marshal polycounter

    Throwing 8k maps around is a pain in the arse. If you can afford to use one I'd suggest using lots of udims instead


    If it were me I'd make a shader or three to give me the effective texel density I need without pissing a gigabyte of GPU memory away on one asset

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