Hey guys, I'm new to the forum and the 3D world. While doing some case studies of League of Legends meshes and textures, I have noticed that they unwrap their models in a different way.
League of Legends UV:
And here is my model, and UV:
From what I understand, if I were using PBR textures, I would want to hide seams as much as possible and straighten everything that I can. So, I am curious is there a different workflow for hand-painted textures in 3D Coat, and are there some advantages to leaving UVs as presented above? Or is it just a personal preference, trading some optimization for easier painting?
Replies
The LoL texture up there looks really wasteful and one could probably get a lot more texel density by straightening and packing it better.
There are many perks to straightening UVs in your case that would be very minimal work. Would help with stuff like diagonal pixels over seams, or LODs etc.
To me this looks more like the result of some techart post-process automatically applied to one or multiple assets after the fact, yet negatively affecting the common-sense optimisation made by the original artist. This probably answered a very specific and justified tech need (combining render passes/draw calls perhaps ?) but also clearly created some other (completely avoidable) issues in the process - most notably a huge waste of texture ressources, but also, making the assets very painful to work on for whoever comes after.
If anything that's an example of what *not* to do.
https://sketchfab.com/3d-models/for-study-only-summoner-rift-3d-export-ac0a9c6676e34d1ebb184d8e93443c77
It basically guarantees a fixed cost per tile which is quite a nice thing to have if you're making a game that needs to run on shit hardware and can't use any of the fancy new methods we have of handling memory.