I agree with big part of what you have just said. The boxes and objects that could be reused and your over-optimization comments are 100% correct. But I don't agree that examples I mentioned are rare exceptions. They are exceptions for main animated characters and props where we have enough texel resolution usually . But…
My 2 cents: the gunslinger looks great, and the end-user, the casual gamer just notices how nice and detailed everything is, especially that leather belt. The clothes and dirt on them are totally passable in the whole. First view impression is most important, and nitpicking about slight, sensible texel density differences…
I have just mentioned a decorated sword hilt with tiny patterns (hi res) and a clean steel of blade(low res). A figure face (hi res) and some wear , pants for example ( could be much lower res). A lot of environment objects where some parts are never in good sight. A static box near the wall for example where the side…
>still you have to readjust everything for texel size variations. I'm not sure I follow you here. Could you show me an example of this problem? I use non-square textures occasionally and haven't run into anything like this yet. :)
>The problem is Quixel where it's a pain in the a.. to work on non-square/ non consistent texel size Both DDO and NDO support non-square textures by nature of being reliant on Photoshop, which itself supports the same. Inconsistent texel density isn't a problem that I'm aware of that would affect working with either tool…
Not at all. It's exactly what I call dogma. Honestly I just don't understand it. And the difference could be pretty big when it's necessary. One more example: a group of fresh painted posts, accurate clean wooden fence and some poster or sign attached somewhere . Do you want that poster be equally blurry or still…
It doesn't make sense to force non rectangular shells into that shape. (that's why my post stated "minor distortion") If you ever had to work on somebody else's seemingly modular pieces though and trying to make new pieces mapping them to existing textures.. you will appreciate it if they have been extra careful with their…
IMO, the dogma of consistent equal texel size everywhere is very wrong. You should vary texel size depending on importance of subject and nature of details. Some details need more resolution than other. in that sword example the hilt could have much smaller texels size than the blade , especially if decorated. Another…
I never used the term "straight UVs" in my post, but straight edges, which should be fairly clear — edges perpendicular to the U or V axis — but perhaps I should have said "Straight edge seams". If you have a perfectly square shape in 3d that isn't straight in the UV's that's just lazy unwrapping. Though you raise a good…