I'm currently very confused about two different approaches I keep seeing regarding UV mapping and texel density. I suspect it may have to do with differences in workflows. Most videos I watch regarding UV unwraps usually result in the person completely unwrapping an object and then scaling the UV shells to make the texel…
So, someone more knowledgeable might come in and contradict me, but as I understand it, texel density is more of a guideline than a rule; efficient use of textures is more important. Stacking UVs is fine, because in unreal you'll generally have a second UV set for the lightmaps. When you're baking maps with stacked UVs,…
Thank you for the reply! I think I've been a bit hung up on it being a rule and not a guideline. Ideally if it can be fit perfectly, great, otherwise stick to getting it as close as possible while making the most of the UV space. I was thinking that if I invest more time in creating texture atlases for modular assets or…