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[WIP] Lords of the Fallen - Pieta - need feedback on UV's

Hi, I’m currently working on a game-ready character for my portfolio and I’ve run into an issue. After baking my high-polys , some of the details were lost in the process. I know this is kinda normal , but when I try to keep a consistent texel density, a lot of the fabric details disappear, which is something that I don’t want.

I’ve packed the character onto 8–4K texture sets, but I’m not sure how to proceed from here. Should I increase the texel density across the entire model (but this will increase UV map count which is i dont know if its acceptable or not to have this many UV sets) , or is it okey to give higher density to certain areas only? Since this is a portfolio piece, I want it to look detailed and high quality but still i dont want it to be super unoptimized.

Is there something am i missing ? It would be nice to hear what you guys think.

Some of the UV's and High Poly's

this is where the issue is. Fabrics uv islands too small for the details i guess ?


Here i both sides have seperate high poly info so i couldnt mirror it.

I can provide more info if needed!

Replies

  • Benjammin
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    Benjammin interpolator
    Typically you'd overlay tiling detail maps in-engine and/or secondary UVs to get things like fabric weave. I'm not a character artist so I don't know if 8 sets is too many, but my gut says it is :lol:
    You probably want to look into layered materials and detail maps if you're unfamiliar with the concepts.
    I get that its a portfolio piece (really nice sculpting btw), but IMO you show more skill by using all the optimization tricks than just making something stunning but unusable in game.





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