Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yeah, auto generated unwrap will never really work most of the time.
I do the manual way, Planar mapping (for maya). What it does is it map the model from a "plane". So you got a cube. You planar map it from the front. You will get a nice front and back planes UV (stacked) but no sides. That result is expected, because, planar mapping from the front, the sides are stacked. So i do it again for the sides. So i got the sides as well. Then repeat.
Definitely time consuming. But by going manual, you have more control.
Roughly plan out how you are going to approach your UV based on what you need.
You have alot of island of the same concrete texture? Why not stack them up on a universal concrete texture island in your texture file. Bam! Alot of UV space saved, and you can scale your UV island up now to capture more resolution because of the UV space you just saved. 👍
I'm using Blender to map some model exported from Sketchup. But, UV maps generated by unwrap or smart unwrap function never make sense (random pieces of shapes with a few easy to interpret islands). I tried whatever projection thing I can find, only to get distorted islands.
I tried marking seams and hoped that would have generated nice islands like in some Youtube videos, but it never did. 1:2 (eg 1024x2048) maps never worked for me either, as some pieces will be stretched in the wrong directions due to random rotations of the islands. The moment I use the "pack island" function, everything just scale differently.
Clearly, I must have got something wrong...
Now, I'm just trying to figure out if I can anchor a few stacked piece nicely to a corner of the map and let "pack island" function place the other random pieces around the map to get a half-baked/stacked map.
That why i can pick and know what textures are stack-able and where they should go in the UV.
Not the most optimum, but i find that works for me.
Since you're here, can I just ask how do you go about doing the texturing (your workflow)? Since you said it doesn't actually take that long, I might want to learn a few new tricks from you! :D
Any reference materials (youtube videos, etc.) would be appreciated!
I do want to recreate relatively well optimised and good looking structures, I really do. But it's hard to find materials that I can understand and integrate into my workflow.
BTW, it's good to write down stats and assuming texture is too big, but think that even if you didn't we can guess by the 9MB.
I tell you again to reconsider how you make assets, looks like a good job screwed by not texturing properly. Fixing that would improve amazingly all assets.
If you want a bit of motivation, check how my oldest assets looked and how big textures were compared to what I'm currently doing, you will see why it's worth.
And hey, I say this in a friendly way, in case I sound aggresive, it's not at all :D