Hey guys, I'm new to the forum and the 3D world. While doing some case studies of League of Legends meshes and textures, I have noticed that they unwrap their models in a different way. League of Legends UV: And here is my model, and UV: From what I understand, if I were using PBR textures, I would want to hide seams as…
The map is really designed to be viewed from one angle, and I'm assuming the modeled out a bunch of individual assets, UV'd them, laid them out in the map, then used some sort of semi automated process to split the models into square chunks for streaming, used a tool to repack the UVs and make sure the texture resolution…
how was this texture got? might not be the original file, something related to process of ripping model from game? Hard to imagine hand painting a model with UV's like that. I am not expert on the subject, but I think that for hand painting, it still remains beneficial to have logically laid out UV's because it helps the…
Thank you, everyone, for your inputs! The models were ripped from the game, I found the entire Summoner's Rift model and textures. So generally, the safest bet would be to treat the UVs using the best practices in the industry. I was just curious because it was very different from what I expected. And I guess it is best…
Wow those LoL UVs look funky. Because i know they know how to straighten and do it. But maybe that standard was dropped eventually. The LoL texture up there looks really wasteful and one could probably get a lot more texel density by straightening and packing it better. There are many perks to straightening UVs in your…
Hmmm ... I don't think that these LoL UVs are intentional, as even the way the foliage parts with alphas are scattered around other parts makes no sense. To me this looks more like the result of some techart post-process automatically applied to one or multiple assets after the fact, yet negatively affecting the…