Hi, I am wondering, is there a reasonable way to pre-plan a texture atlas without knowing the exact shape of mesh beforehand? After doing a few texture atlas on large modular pieces, I am trying to do the same to large props (for example, beds). But then I realized I wouldn't know the exact dimension of my future props,…
Yes, it's a bit of a pickle. As sacboi would probably say. Hard to plan without knowing all the meshes in advance. One trick is to tile the UV for a piece, like the bedspread geometry. Then break the UVs at the regular UV boundaries and offset the shells in whole units to get them inside. Then scale the lot to fit your…
I gave my "texture before mesh" approach a try today and end up seeing a few problems with it: - Not knowing the exact shape = not knowing the uv size = there bound to be wasted texture space: the pillow, for example, doesn't need that much texture, so unless we know beforehand we are going to reuse those textures, this…
I've done a couple of things before to produce an atlas. Both had a flexible workflow. Map everything to seperate textures. Then... * Copy all UVs to channel 3. Repack channel 1 UVs so all objects are on the same UV space. Render channel 3 textures to channel 1. If you have normal maps, don't rotate any shells when…
Thx Eric, I am not sure about the "whole unit" part: as my bedspread polygon are not even quads, the uv shell will naturally be in different size. Say I align the large shell to the top-left of my texture space, then cut and stack them, I don't think they can be aligned perfectly to "whole unit" nicely (unless I plan the…