Hmm, interesting suggestions. @Vig: What did you mean by make each one a module? The forked pieces are the vertical railing supports. Now that i look at it perhaps I could just stitch those seams and get some more space. I do have alot of uvs stacked on top of each other but your saying that all three of those modular…
Im working on some modular assests that will be brought into UDK and I have a few questions. Would it be wise to map only 1/4 of that big central platform and just make sure that the ends match up to tile? Image below is of this outer frame for this lift. The selected area on the left is a glass window(another one on the…
This is going in UDK. I'd create tiling textures and a few custom ones using material instance constants. I'd UV these pieces using a multisub so there'd be a tile for the floor, large flat metals, etc and maybe custom light and railing materials. The reason I'd do this over custom UVing every modular piece is that you…
OK, so I went back and took the advice I was able to seperate the uv shells for the curved walkway without any distortion. I think now like you was saying phillip that I could do some panels and hide the seam at the edges. I want to paint in some stripe logo that follows the curvature so being that there staright now it…
Ok, I'll do some tests and see if I can get that curved walkway to have straight uv shells with as little streching as possible. Will post back what result I come up with.
Yes, it's as most things a decision you have to make in each case and look at the advantages and disadvantages. But you'll be surprised probably how much you can bend objects while having a straight UV shell. The closer to the center of a circle the walkway is the more likely you'll get stretching on the inner side, but…
Thanks for the reply, I been wondering about objects that are curved like pipes and the above walkway. If I unwrap it straight it would be easier to deal with texture wise, but can the uvs really be adjusted to not stretch and distort? I like the idea of having each of those faces as metal plates in the texture.
I would go as far as to have all of those platforms as straight pieces in your unwrap. The inner platform might look a little stretched, so perhaps you may need some bending if you map that separately. If you can and think it works design-wise I'd split them up into plates in the texture.. That makes sure you can deal with…
Why not make each panel in the top image a module? The forked pieces could be straightened with very little stretching, but save a bunch of texture space, you could even weld the seams, reducing the overall vertex count. Why not stack a lot of UV's on top of each other? You have 3 texture sheets when all of this could fit…