I've heard a lot of different takes on UV layout, particularly older gen stuff where everything was hand painted. For example, keeping everything square, even if it means a certain amount of stretching, and keeping everything right side up to make painting easier. Now I find myself using AO baking much more frequently as a…
Well, if you're rendering AO with MentalRay UV pieces still need to be right reading. I'm pretty sure they still render as pure white if they're flipped. I never really agreed with the square everything off method, I do believe in keeping things organized and optimized. At times the optimization doesn't really make for a…
Two things, I'd say (not necessarily in order of importance): 1. Minimal obvious seams 2. Ease of painting / texturing Keeping layouts organised leads to easy access to point 2, but obviously since you tend to start from AO or Crazybump bakes, it becomes slightly less necessary. I think it's still a good idea to try to…
I'm with Vig on the square thing... that's silly Try drawing a vertical seam on pants when it's a square... nasty zig zag stretchy crap. UV to reduce stretching and seams and you'll do fine. Pack them as close together as you can. Keep the texture resolution consistent for the most part. Same goes for previous and current…
Sounds like the tech. If your normal-maps are being interpolated correctly with your model's tangent space, you should never see any seams (from a pure highpoly bake) no matter what angle your UVs are at. Obviously if you have sharp angles in your lowpoly then seams maybe become noticeable, but having a mesh UV'd at 45…
not sure if that's just the tech i get to work with but if i have uv borders at all kinds of crazy angles, i tend to get more or less noticeable normal map seams on the asset. i found it best to have somewhat straight horizontally or vertically aligned uv borders to work around that.
Good! Thanks, you guys pretty much confirmed what I hoped you would. The tech im working with is real classy, so normals and AO's are seamless from the bake, as long as the setup is done right (offset mirrored pieces, etc.) Wasn't sure if there was some hidden benefit to doing it the old fashioned way, but it doesn't seem…