Hi, Polycount! I'm in confusion and need u'r help. Right now i'm making model of scope and it has many cylindrical parts, and as result many ring piecies when i unwrapping it, here is screenshot of fast uv packing and model itself: I want to know what to do with ring piecies when i unwrapping such models. Should i divide…
^^That's great until you Lod, at which point you're shafted. Personally I'd be applying a planar map along the axis of the scope to the various ring faces - obviously overlaps need to be handled but they'll pack inside each other and when you're removing detail for lower LODs it's won't look shit and will be much cheaper
In my experience ring pieces like those should be unwrapped into straight islands. Under most cases this will give a better bake on the edges and won't result in artifacts that put bumps and waves on the surfaces of your mesh. Also it will drastically cut down on deadspace in your UV layout allowing you to get a higher…
Ahh okay so it's not so much that the mip messes it up rather that the actual removal of geo at those locations will cause strange distortions due to those straightened rings just being gone. Which would probably result in large seams going across the mesh due to the absence of geo at that spot. Do I have that right? I…
Unwrapping straight will give you higher quality and survive mipping/filtering better as long as there is geometry to support it. If your concern is purely how good it looks up close and there's no LODs then that's the best way to go. If you need to Lod then your priority should be making your lod transitions as close to…