Hey yall, I have a question about UV maps, I always see people trying to fit their character UVs into a single map, and for some high end models I am wondering if people decide to make a seperate UV map for each area of the body that are more detail focused (the head, the hands, and the torso to be my themselves image texture wise)?
I am fooling around with a character that is UV unwrapped but personally Due to how the UVs share the same 4096x4096 area I feel they are limited in the space they share. I made a texture grid and chose the UV grid and personally as I shaped and organized the areas, overall I just wasn’t impressed with how the models UV’s where down scaled even with proper UV seams.
Am I missing something? Im trying to make a video game model that is high end for personal reasons and I feel that while crazy, giving it its own separated UV texture maps for the body seems like a good idea because I’ve tried multires normal map sculpting and despite having a solid desktop: (Ryzen 7 3800x, 24gb RAM, 6gb GPU) it does not seem to be stable and lags like hell
i thought about segregating the models areas based on where the model was to have the most visible data based on some concepts of a FPS game (the hands and the face being the most detailed) and sculpting detail into those areas and making those parts of the mesh have their own unique UV map. i know it sounds like over kill but in my experience of using blender and Zbrush core over the past decade, thinking outside the box to tackle problems seems more humane than trying to buy more software and memory based firepower.
I understand the reason for having a model share a single set of UV’s but it doesnt seem to be working on my end. Any thoughts?