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UV Unwrap For Stylized Prop

Please help, is it necessary to straighten the rectangular shells of such objects?

If you straighten it, stretch marks will appear, if you leave it like that, then in theory artifacts may appear on the textures, if I understand correctly

What to do with such shells?


1 screenshot of part of the prop for which I am doing uv

2 screenshot with uv

3rd screenshot of a piece of a model with a checker (straightened the shell)
https://render.ru/xen/attachments/1704894176881-png.322137/
https://render.ru/xen/attachments/1704894250564-png.322138/
https://render.ru/xen/attachments/1704894349301-png.322139/

Replies

  • dimwalker
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    dimwalker polycounter lvl 16
    What potential artifacts are you trying to avoid?

    I would leave it as is and only straighten bent parts on dedicated lightmap UV2.
  • Neox
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    Neox godlike master sticky
    is the asset gonna have Level of Detail meshes? then yes you want those straight.

    the amount of stretching here is nothing baking/3d texturing can't handle.
  • wulfsandors
    dimwalker said:
    What potential artifacts are you trying to avoid?

    I would leave it as is and only straighten bent parts on dedicated lightmap UV2.
    I'm afraid of the appearance of "ladders" on the texture

    Neox said:
    is the asset gonna have Level of Detail meshes? then yes you want those straight.

    the amount of stretching here is nothing baking/3d texturing can't handle.
    If there are LODs, I straighten them, and if not, I leave them as they are?
    What if “ladders” appear on the texture?
  • Neox
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    Neox godlike master sticky
    Stepping could occur, i mean ... Why not just test before making this a bloated theoretical issue?
  • iam717
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    iam717 interpolator
    Repetition is apart of the process so if you are trying to avoid testing (even though i too want to also avoid repetition, if possible) it is unavoidable if you want to make things look "great" or do things "right".  
    Also letting us know the situation is sorted and maybe some results would be cool as-well. 
    Might be "taboo" but the bigger the texture map the less noticeable the issue is, i found, some manual 1x1 movement/time of/with verts might be in order though with a keen eye.
  • Fabi_G
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    Fabi_G high dynamic range
    Hi! In the case here, I would simply straighten the UV strips.

    With this kind of filler asset, you could maximise resolution by creating a texture atlas (e.g. 4 boards, tiling wood trim, metal strip, fixtures, ...), to which you then map the UV strips. This atlas could be reused for similar assets. To add varition to wood planks/elements could then use vertex colors or a unique UV1.

    But yeah, some tests will help decide on the exact approach. Good luck!
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