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
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.
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!
Replies
I would leave it as is and only straighten bent parts on dedicated lightmap UV2.
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!