Dose UVmapping decide how havy a texture is?

Hey, I am really new at this and trying to build up an animation project.
I’ve used most of my beginning with blender to understand how to create models.
i thought everything went well and good until I started to append the files that were completed and textured.

After I appended about 4-5 different objects blender started to behave strangely, it either made the scene pitch black or crashed the whole software.

This made me think the textures I have made are too powerful or just really inefficient made.
And as far as I know, my UV map is not really optimized at all. I’ve basically only used the automatic UV unwrapping method


This is the final render of all the objects, this took 05.23min to render. The scene can be rendered without crashing but it’s impossible to view the scene in the render viewport or material preview viewport without the software crashing.

whats the best solution for me to go with here?
learn how to UV unwrap properly
paint the texture myself or use the node system within blender and not Adobe Substance painter
or buy a better computer haha.


this is my render settings in case this could be an issue as well

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How big are your textures ? what resolution, and how many of them are you using in the scene ?

Indeed something is wrong, the peak memory is 9Gb which seems a lot given that the scene and textures are quite simple.

Let’s first find out what’s really going on and then we can look at a proper solution.

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Here are the texture files for the aggregate, What is done with this is mostly done with all my other textures as well since I have just been following the same path for all other objects


I haven’t chosen any resolution, this is the path I’ve chosen every time i import a mesh to Substance Painter

Also just going to put in the node Path

Hum, it’s hard to tell exactly from here, but yeah looks like you have a lot of textures, and that’s probably what is eating all the memory…

Can you do a little test :
rename or move the folder where your texture are, so blender won’t be able to find any textures.
Then open the scene and do a render, obviously everything will turn pink and ugly.

I’m interested in these memory info that we can find here :
image

Then rename or move back the folder where it was so blender finds textures again.

If that’s the issue, then I’m not sure what the next move would be…
That would probably mean optimizing the materials, and try to reduce texture usages.
I don’t think you really need to redo the UV, the export from substance will be the same.
But yeah, you may try to redo what you’re doing in substance in blender. At least for the simpler materials.

But first, lets do the test to see if the memory is different.

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alright, so I put in my whole scene and i guess there is something I need to work with when it comes to texturing, or might be my modeling that’s messed up and have too many faces/vertices?
in total this render has 700k vertices
my render

and full scene from further behinde the camera

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Tips i use:

Do not pack the textures in the blend file: It uses more memory
Use the most recent version of blender if you can
If you have a lot of unused materials and textures, you can purge them doing this: https://blender.stackexchange.com/questions/5300/how-can-i-remove-all-unused-materials-from-a-blend-file
Finally, lower the textures resolution if the object is far from the camera

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Yes ok , would have been interesting to try the exact same render.
But here with all your objects and I suppose no textures you use 580Mb instead of the 9Gb you had before. Which is good !

So the issue is definitively that you’re using too much textures. All the modeling seems ok, or at least it doesn’t take much space, and you have much room to add stuff.

My advice is, first start to set all your materials without textures but using only this :

That should be enough to make a rough pass on every materials : color, metallic or not, roughness.

From there, you can work some hero asset in substance. Like for the character.
Pay attention to the memory :
image
You know that around 9300Mb it starts to crash, so try to stick to something like 2000 / 3000 at max.

Why so low ?
Because then you can start to add textures but inside blender and you need room for that.
So you’ll need to learn a bit more about texturing and shading in blender.

I don’t want to overwhelm you with details as you begin.
At some point things will get simpler and you’ll be able to move on with your project and better use substance where it’s needed , and have a fallback with blender.
That won’t save you from filling the ram, it’s also very possible to fill it with blender, but in blender you can reuse image textures. That’s the key to reduce memory usage : In one asset, different materials using the same images files.

Hopes that helps for a start !
Good luck !

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That sounds like a good idea, like you said I agree and I also think ill have to spend some time getting a better understanding of texturing and shading, and rather use Substance painter on the sorts of stuff that needs attention.

But thank you so incredibly much for taking your time and troubleshooting with me, it helped me out a lot.

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Awesome !

Yes, because your starting with an animation project you’ll have to learn more advanced techniques to optimize the scene and to make everything fit in memory. Learning about shading and texturing in blender is a bit more difficult compared to substance but it will open many more possibilities.

One video that I often recommend is this one :

Don’t worry if everything doesn’t makes sense at first , at least it’s interesting to see how they approach material differently according to the asset’s size. And by learning more about shading and texturing in blender you’ll be able to do similar things at some point !

Good luck !

To directly answer your original question – UV mapping does not determine how heavy a texture is. It simply indicates the texture-space coordinates of each mapped face. In many cases, automatic works just fine.

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Thanks for taking your time!
I was a bit afraid it was super important to UV map the mesh in an efficient way as well so the texture wouldn’t overlap or something and then use more memory.

The mapping won’t matter much unless the texture has a definite pattern or orientation. For complicated situations you’ve also got “texture painting,” which basically spray-paints the object with a texture taken from several sources.

UV mapping regions can overlap, and I am aware of no negative consequences if they do. This simply causes the same texture source-pixels to wind up on several different faces.

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