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Handling Chamfers in the UV's

Jumbee
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Jumbee polycounter lvl 3

how do yo handle these chamfered edges in the uv's?
do you cut one side based on how are you going to texture it? and which one? 
or
do you cut both sides?

Replies

  • sacboi
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    sacboi godlike master sticky
    Depends upon view distance and glance angle/s.
  • okidoki
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    okidoki interpolator
    This maybe also depends on the real material and properties off the workpiece in real life. Maybe this outer ring is better textureable with both corner edges connected to it like so:



    or even more "straight" like so..



    ..or there is something more important to the inner areas.. and so the inner chamfered/bevel edge  should concentrate on the inner ring struture.

    Do you have some reference in mind ?
  • Noren
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    Noren interpolator
    Like said, it depends, especially for the chamfers. Do you need cuts for normal maps because of hard edges? What's more visible? How much distortion and size scale changes are you willing to deal with?

    Personally, I'd probably do something like this:


    "a" can be straightened out without any distortion, the inner and outer radius of "b" are not that different, so that can be straightened out with little distortion. At that point, there is no reason to keep the two separate, especially since it's all one smoothing group. 
    The inner and outer radius of "d" is quite different so you'd have quite a bit of distortion and scaling differences across the piece if you straightened it out, so personally, I'd map that flat as is.
    " f" has to be mapped as is as well. "e" would have some distortion when mapped as a circle instead of straigtened, so I'd make the cuts as indicated, but I can also see mapping f,e,d, together like okidoki did to have less seams, especially if the whole thing gets baked, but it would introduce some scale changes.
    My goal usually is to have as even, continuos and undistorted UVs as possible.
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