Yes. keep your texel density uniform most of the time. There are exceptions to that rule but in the case of player facing parts and parts that are next to each other your most def want to keep them the same. If you have the texel density set to what you want and you still are wasting tons of space, try using a non-square…
1) Yes, within reason. The more important pieces should get more focus, but don't scale them up to be obviously jarring in comparison to their neighbors. if your texel density is 100, the important pieces could be 125. On the other side, less important, less visible pieces can be smaller. They could be 75 for instance. 2)…
Trying to figure out the best way to pack a lot of belts. Need some advice on how to proceed and critique. Tried out different methods: Inspired by this: Square layout, Important parts get scales uniformly and unimportant parts get scaled to pack in wasted space: Non-square layout, same rules: This is automatic packing:…
So I'm trying my hand at UV unwrapping and packing and I would love to get some feedback on it, to see what's wrong with it and what I can improve. I'm mostly interesting in whether I'm packing it right or not, and what are general guidelines for this kind of thing. And I dunno if I should keep texel density uniform or…
Well, the only reason I unwrapped sides for belt strips is to use smoothing groups for better bakes. Maybe I shouldn't do that for such asset? Also, can anybody explain why it is so important to keep uniform texel density? I made this quick automatic packing for this example: Why shouldn't I upscale the big piece to take…