So I hear so many conflicting things and I'm hoping someone can help me out here. Talking specifically for games: Are Overlapping UVs acceptable or not? Why or why not? Do I have to stay in the 0-1 space of a UV map or can I put some UV shells in the other available space? If so, why or why not? I built a simple wall and…
Your goal is to make the model look as good as it can within a memory constraint and as efficiently as possible. So, if mirroring and overlapping parts of the models UV's means you can get the resolution you need from a smaller texture, that is more efficient, right? If the model needs a mix of tiling textures and some…