I just got finished making a new model for the Unity asset store. Something I’ve been wondering though is whether my texturing practices is very common in the industry. Because I’ve been doing things the same for quite awhile, and it always seemed like an outdated approach.
Once I’ve finished the model, I begin to unwrap the UV’s of the model so It can be textured in a program like photoshop. This process can take awhile.
here is the UV map and texture layout
Part of the reason why I fit the whole texture onto one image is to reduce the amount of materials needed, which increases performance for game engines.
A friend of mine told me that everyone’s using substance painter nowdays and I need to get it or something similar in order to stay competitive.
I’m looking to see if my texturing practices are still valid or is everyone just hitting the atlas button and sending the model off to a 3d painting program.
Here’s a different game model I found on the web. This model appears to be simply atlas mapped.
Here are my questions
Is manual UV mapping still necessary if your going to be using a 3d painting program?
Are most professional texture artist using 3d programs like substance painter instead of 2d software like photoshop?
how common is manual UV mapping today?
Is reducing material count in game engines like Unity still important for performance?