I'm making a large number of 3D assets in Maya for use in a lowpoly game where all textures have a pixel art style and are completely unfiltered (i.e. no resampling when scaled). Because of this, I'm making my model UVs "pixel perfect" relative to the resolution of their texture. A simple example: Note that all UVs are…
With tiling UVs, when your texture is mapped 1:1 across the model, the texture is still tiling beyond the edges. When the textures are filtered you'll see a little bit of the opposite side being blended into the pixels that are right on the UV border. UV Clamp smears the pixel colors along edge of the UV square, instead of…
I'm not sure I fully understand this, but it looks like pixel padding. You can turn pixel padding off with the Padding setting in the Output section of the Baker object properties. Generally speaking, pixel padding is desirable. It stretches the texture content beyond the UV borders, which will make your textures look…
I'm not a fan of that monitor resolution, because you really aren't going to get as much screen real estate compared to one or even 2 1440p monitors for the same price. The comparable to 1440 resolution ultrawides are 3440x1440, but LGs costs $1,300. Of course lower resolution is easier to drive for games, but working…
So that's a target of 256 pixels of texture across a distance of 1 meter in the game. Measure a branch with leaves on it. If the branch is about a meter long, then it should be 256 pixels long. Simple.
If you have a tiling texture like this as a smaller section of a larger texture, you need to add wrapped padding pixels. The reason you need to do this is linear interpolation. Imagine a horizontal row of pixels in a seamless, tiled image: 5 6 7 6 When they wrap, the edge pixels look nice and wrap consistently: 5 6 7 6 5 6…
The rotated UVs don't cause distortion, they're all handled in vector math. They can cause pixel bleed, but it's only an issue at lower resolutions. If that example was actually 4x8 pixels you can see where the two shells share the same pixel. Personally, I think that it's best practice to straighten uv shells when…