Hi everyone,
I’m new to 3D and am trying to understand exactly how all the procedures and workflows work.
Even watching various video tutorials on YouTube, there are many things I don’t quite understand.
I see that some artists bake the model textures in a single map, with all the materials at once.
Others, however, use the technique of baking each material in its own separate map.
What is the difference between these techniques, and why do people choose one over the other?
Using a single map reduces the empty space between the islands, so there’s less wasted space.
With different maps for each material, or for each section of the model, we will have a UV map, but inevitably there will be more empty space in each map.
Also, some sections will occupy a larger area and others a much smaller one. For example,
if I have a car, let’s say I create three maps:
one for the body, one for the windows, and one for the wheels. If I use 4096x4096 maps, the wheel map will have a lot of empty space compared to the body map, because it will occupy a much larger area than the wheels in their own map, to maintain the same pixel density in each map (or not?). Even worse is if I use two separate maps for the wheels, one for the rubber tires and one for the metal rims.
Also, is it better to divide the model sections based on materials or some other parameter?
In a robot model, for example, I divide the various maps into: head, body, arms, and legs. But if I have different materials in the head, or even in other parts of the body, do I still put them in the map together?
I have many doubts and uncertainties, I would really appreciate it if someone could help me understand things and better navigate this jungle, please!