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Post texturing UV maping

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Timmywithag triangle
I was riding my bike to work thinking about some texturing I was doing and I suddenly thought of an interesting thing.

Would it be reasonable to model, uv map, texture and then move the textured shells around to maybe improve the packing of the shells or maybe make room for an added detail.

maybe after or during the texturing process you realize you didn't or did need the amount of space you had and needed to move around the shells to create more room.

well is that possible, does it make seance or is there any reason to do it at all?

In order for this to work you would have to find a way to move the shell and the area directly inside of the shell in all of the maps in the exact same way, just reading that over makes this seem unreasonable. Also purely planning out your UV map better would make this completely pointless and necessary.

I still wonder though. is there anything to this?
moving uv shells and the texture area within them to help optimize texturing without having to redo the whole thing.

maybe people already this and I just dont know.

What does you all think?

Replies

  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    Yes, you can move stuff around in a second UV channel and then bake the diffuse from your first UV channel to the second. Clean up involves copying the 2nd uv channel over the first and deleting the 2nd uv channel.

    Rotating and scaling the shells will introduce some blurring and distortion so it's not a great idea. If I have to do it I go back and repaint details back in
  • ericdigital
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    ericdigital polycounter lvl 13
    I do this frequently with 3dcoat at work if there was a mistake with uvs or want to make a change. You can save UVsets and reapply and rebake the texture to the new uv set. Basically exactly what Justin said but with a different program. I don't think I've ever intentionally done it though, mostly to just bandaid a mistake in the UVs I might of made.
  • HitmonInfinity
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    HitmonInfinity polycounter lvl 11
    If you have normal maps make sure to use xnormals or another program that accounts for transferring normal maps.
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