Hey, I am faily new at modeling an was having some trouble on how to figure out how to unwrap this building.
Every time I try and unwrap it and stich all the sides the uv cordnites becomes very long so I have to scale it down considerably thus redusing resoultion. So I then tried breaking off each section of the wall in the unwrap but then I get problems with the uv's lining up.
If you notice the corners and how the bricks look bad.
Any suggestions?
Replies
1) Use a tiling brick texture. Not everything has to fit inside the 0-1 bounding box space, its fine if bits and pieces hang way off to either side, so feel free to break out of the bounding box if you need to.
2) If for some reason you MUST have everything inside the 0-1 bounding box area. Do #1 on the 1st UV channel, so the brick tiles correctly. Then create a second UV channel where all the pieces fit inside the 0-1 space. Bake UV1 to UV2 and everything will line up and give you unique space to work with. Then you save UV2 and load it into UV1 and delete UV2.
However this often means the detail of the brick is going to be using less pixels than the tile because you're packing all those unique bricks into the same space as the tile so its a trade off. You can go with a bigger texture sheet to get the same resolution but then you have to ask yourself if its worth it, are you using all those unique pieces or would a simple tile work fine?
It's never really "how do I unwrap A building?" but "How do I unwrap this building for these set of circumstances?"
Good luck hope that makes sense and helps!
For example: UDK?
http://wiki.polycount.com/ModularMountAndBlade
http://wiki.polycount.com/CategoryEnvironmentModularity
Edit... yes UDK supports tiling. The part that might be confusing is the second UV set used for lightmapping, which usually requires you put everything inside the UV box, but only for the lightmap, it's not a requirement for your diffuse textures.
This was an example I found on the web, so ignore the writing and take notice of the pink box. It's the 0-1 bounding box space. The UV editor background has been set to display the tiling texture.
With a light map you don't nessesarily need to create a secondary UV channel and range things manually UDK can do this for you automatically however it doesn't always do the best job of using the space effiecently so at times its better to do it yourself.
The lightmap UV2 issue that Eric brings up is separate from the UV2 technique I mentioned.
Edit one quick question though, if I sculpt detail on each of the separate walls in zbrush, will I still get unique detail on each wall because they will be overlayed.
There is a 3rd option too where you tile large sections of it and areas that are damaged are cut up and made unique.
Soo many ways to skin the same building... heh
I think the best thing to do is to start simple, use the techniques from the Mount & Blade tutorial, with each map being a separate bitmap, like they show it.
Then once you understand that workflow, you can graduate to using a single packed bitmap for the whole building. Then, if you're still interested, you can move on to the multi-UV-channel ideas.