Hi all, How does one design uv shells for texture atlas? I have been doing some decal texture atlas lately and writing my own shader to layer them. But I ran into a common issue where my UV shell doesn't quite fit the decal (too wide or too tall, for example). Because decals are packed quite closely together, scaling UV…
The most likely scenario is that they are simply not showing the decal geo/floating panels on this breakdown picture. In other words : the wireframe shown here is probably not exactly that of the house seen in the ingame screenshot. A small user error when putting together a bunch of slides is more likely than some kind of…