Hello! I'm making game assets, normally when doing a uv's,
if i had the space I'd start scaling pieces bigger, filling gaps in the uv.
However with game stuff, should i try and keep the uv layout equal and leave some of the smaller gaps empty?
In my head I'm thinking no, don't scale bits of the uv as this will give that section of the object more pixels on its surface and make it stand out?
Replies
Its not in the players face its just a gap in the uvw
You will want to maintain an even pixel density as much as possible, but in order to make good use of your uv's I would say it's very wise to evenly scale up items of importance. Things like the ironsights, scope, charging handle, stock or details that are closer to the players view are great places to start.
If the only room you have are for smaller items such as trigger, then try to scale up as many of the smaller uv's up with it as well. Just keep an eye out for your pixel density!
The real key here is that you need to have a reason for what your doing. Before you start a project make sure that you plan things out and then if you get results that don't match your plan you know you have a problem. If you planned to have no gaps, and you know you wont come back to it, then, yeah, add another bit of geometry or prioritize some shells by scaling them up.
However, if you have a reason for leaving in gaps that's fine to, just fill them in before you show your UVs to anyone so they don't jump to the conclusion you don't know what your doing.
Also remember its not so much about how you fill gaps but more the fact that you actually fill them and use that texture space for SOMETHING, because unused space is something that's easy to spot and it can cause people to judge as either A) lazy or Ignorant
So in the end its kind of a communication tool about your competency as a 3D artist (at least when it comes to showing this stuff in your portfolio), but in a real world studio environment its more about creating a good finished product and that might involve all sorts of divergences from the rule.
Eric, I would recommend doing some research to confirm that info, and updating the wiki to reflect that, because right now it is a bit misleading if the info I've been told is correct.
However when having for example a character, a gun, sword and or other objects you might consider giving those objects more texture space that are more constant visible and more visible up close. This thought alone already gives you more play to fill gaps in your UV layout as opposed to having just 1 object.
Experience is another point that might come in to play, this could be for example technical informations, pixel behavior aesthetics or simple stuff like being able to read text on a certain area which requires a minimal size ect.
This script is badass when handling multiple materials on one object. All UV's are scaled as per the size of the mesh. So you unwrap things one at a time on the model, Normalize UV's, and pack them up. IMO, this is about the first thing you do before you even begin worrying about anything else; any problem you have is usually negated/highlighted by scaling the UV's to the correct relative size.