I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like combining a drum can, tire, and a glass bottle into one uv map (looks like they call this a uv atlas, not sure).
Now im going into substance painter, and it's starting to get confusing. Say that I sculpted a gun in zbrush. All i learned is to retopo, unwrap, then texture, bake the maps in substance painter, creating maps just for that gun. There just seems no room for the 'combining objects into one uv' process to fit in the pipeline. I've looked through a bunch of youtube videos, but they all create a map for just that single object.
My question is, when to combine the uvs of objects (before or after using substance painter), or do I don't need to be overly possessed with it? How do AAA games go over with this. I'm really confused because I never seen a single tutorial in youtube texturing multiple objects in substance painter.
Thank you in advance!
Replies
An atlas is one way to do this kind of workflow, where all the UVs are contained within the 0,1 uv space.
This is often called Modular workflow.
Usually this UV work is done in dedicated 3d modeling software, like Max or Maya or Blender. Because Painter really isn’t setup for UV editing.
I recently made a quick video of how UVs can be reused easily, see https://polycount.com/discussion/238306/how-do-people-get-so-much-resolution-in-their-textures-on-low-poly-models/p1
However, anything using transparency is usually separated from things without, and uses a dedicated material.
So, the glass bottle would usually use a different UV layout and material than the can and tire.