I dont have much trouble uv mapping simple objects. But now I made a larger sized house for a game I’m working on in the Unity and the UDK engine. The house has about 7 larger rooms, and is very detailed. The only problem is the uv mapping …
I realized it wasn’t possible to have the whole building in just one uv map, plus the uv map would get so squeezed together, that when I bring it into gimp I’ll have to scale down and tile the textures so much to fit all the small uv’s, that all the quality would be losed. How do I approach this? I know it’s possible to make multiple uv’s for just one object, so would it be best to make an uv image for every room maybe? And then have the uvs bigger on the uv image.
Then I would get a lot more detail and better quality from the texture in gimp, because I wont need to scale it as much.
How do I approach this?
You can easily overcome this problem by using seamless textures for your house. I am sure, most of the house parts/textures are repetable. Just unwrap them, overlap them and utilize the texture space.
You don’t need several uv maps for this.
By the way, It’s always a better idea to built your geometry in modular pieces instead of one big chunk
I could do that yes, but if I lap them over eachother, I then wouldn’t be able to use different textures for every room, and I wouldn’t be able to add a bit of detail to every room, which is my intention, Because since this is a model the player will be looking at all the time, I want variation, I dont want everything to be the same, so I can’t really just overlap it. Thanks for the tip though. I’ll be sure to remember that technique for other models.
And since this technique isn’t possible for this model, I don’t really see any other way than to make serveral uv’s for it. Which will also give me the opportunity to detail everything as I want, down to the last detail in gimp.
That sounds like a really good idea actually, that way I would be able to detail every single room, in as many uvs as I want, and then just bake them all together afterwards. to one image.
But doesn’t it effect the textures quality, when everything has to get squeezed down for just one image?
And when my intention is to use it in a game, wouldn’t it be better to only bake the textures together instead of a full render? Because I only want the textures getting into one image, I don’t want any shadows baked before the model gets into the game engine.
I could do that yes, but if I lap them over eachother, I then wouldn’t be able to use different textures for every room, and I wouldn’t be able to add a bit of detail to every room, which is my intention, Because since this is a model the player will be looking at all the time, I want variation, I dont want everything to be the same, so I can’t really just overlap it. Thanks for the tip though. I’ll be sure to remember that technique for other models.
And since this technique isn’t possible for this model, I don’t really see any other way than to make serveral uv’s for it. Which will also give me the opportunity to detail everything as I want, down to the last detail in gimp.
Capzx, while you’re at it please don’t repeatedly post, one is enough!!!. Please be patient and read the forum FAQ, you posts will be approved by the moderator team in good time. You’re just making more work for me to cleanup your fallout!!
I’m truely sorry, did not mean to post twice, must’ve been a mistake with my computer or something, because the only thing I’ve done is to answer this thread.
I’m truely sorry, not sure how I managed to post two times, must’ve been a bug or something, I’m sure I only posted once, I apologize if I slowed down your work.
Sounds like a good idea! but let’s say I bake 10 uv’s together into one, wouldn’t I lose any quality? And is it even possible to bake, without getting the shadow on the model, but only getting the texture into one.
No, you don’t lose quality if you use a large enough image texture to bake to. Textures only should get you what you need - you need to look at the bake options and practice with a simple model so you can see the output.
I see. I’ll try to get more knowledge about this, and see how it works. Thanks for the tip. I guess that’s how bigger companies textures larger scalled things as well.