So I'm new to texturing, all i know is modeling, and even then I'm not familiar with modeling for games.
So here's what I think I know(after as much reading from google as possible).
1.Modeling should be kept in quads or tris.
2.Texture maps should fit everything or as much as possible(in relation to characters)
And what I've been doing is modeling most things in one mesh(bad habit?), and my knowledge in unwrapping is still basic at best.
What I'm asking is for examples of good and bad texture maps, what constitutes tidy mapping, and pretty much the do's and dont's.
Thanks in advance.:)
Replies
2. Yes, the more you can fit on a texture sheet the better, unless your compromising the quality.
Less texture sheets = less draw calls.
I tend to model things as they are in real life. If they have plenty of separate pieces in real life, then thats what i try to mirror when modeling, unless i can optimize by merging the meshes, then thats what i normally do.
If you talking about modular enviroments then it's obvious your gonna be breaking up the scene into many smaller pieces.
Characters i would presume are the same that they get broken up into things like body, clothes and weapons. Maybe someone can comment on the character stuff?
Unwrapping is still probably the most enjoyable part of game dev.
Id say a god UV map consists of maximizing you UV shells and making sure there is less wasted UV space as possible and minimal stretching.
dont's:
ah well I guess there is even more but those are some general things I would consider.
As for tools:
I really can recommend UVLayout from Headus its a top notch professional UV layouter with maximum performance on its design focus (unlike many other tools). Besides that you have RoadKill and Roadkill professional, another UVlayout tool by some french guys (don't remember the name anymore).
And of course any of the major 3d packages and their build in stuff (Maya, max, modo, silo,...).
There are also some scripts and plugins available for most 3d packages that help lining up verts or automate some tasks.
Thanks a lot Ark
I'd like to throw in another question or two.
I notice that people make hair sometimes by texturing extruded planes from the head, though i've failed to find any tutorials on this so far. Would anyone care to explain it to me?
and things like armor pieces that are seperate from the character model, do you combine it to the main mesh?
Excellent community, I can expect to get good crits once i start texturing stuff.
Small note, I've been using Maya for a span of slightly over two years now, but shamefully i've only learnt modeling, and only have basic theory in everything else.
Partly due to me having to self learn, I find myself staring at advanced tutorials that use terminology that I don't yet fully understand.
Once again, thanks guys! Keep up the good advice!
http://www.paultosca.com/varga_hair.html
Really appreciate everything so far guys!