Shnappz Posted February 20, 2015 Report Share Posted February 20, 2015 I know there is a tutorial section coming, but i have a question that i'd like to ask RE UVW Unwrapping: If you have a tank with multiple objects (chassis, turret, Barrell etc) do you UVW unwrap each one seperately? Or do you some how combine them all into one unwrap? If so how do you do that? 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted February 20, 2015 Report Share Posted February 20, 2015 If you haven't seen it yet it should give you a good understanding how things are unwrapped. Packing is up to you. (Video by One Winged Angel) 1 Quote Link to comment Share on other sites More sharing options...
Shnappz Posted February 20, 2015 Author Report Share Posted February 20, 2015 (edited) Hello Moonsense, Yeah i did the actual unwrap, i guess i'm just wondering what the best practises are... I'll wait for the tutorial section to be opened to the public... How long will that be may i ask? Edited February 20, 2015 by Shnappz 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted February 20, 2015 Report Share Posted February 20, 2015 We add and fix a few more things then it should go live However there's no extra info about unwrapping there at the moment so you might as well ask further here. What we did with most of the AR vehicles is that we have split the whole vehicle across 2 separate unwraps/textures. 0 Quote Link to comment Share on other sites More sharing options...
Shnappz Posted February 20, 2015 Author Report Share Posted February 20, 2015 Thanks Moonsense, That helps a lot! 0 Quote Link to comment Share on other sites More sharing options...
cfehunter Posted February 23, 2015 Report Share Posted February 23, 2015 Best practices don't really matter here. You can map everything together or separately. When you combine meshes they keep their UV information and you can then pack them together. Remember though. One big texture is better than multiple small textures 0 Quote Link to comment Share on other sites More sharing options...
Shnappz Posted February 23, 2015 Author Report Share Posted February 23, 2015 O_o lol you just said best practises don't matter here... Then provided a better practise... Thanks for the advice though it's appreciated 0 Quote Link to comment Share on other sites More sharing options...
cfehunter Posted February 23, 2015 Report Share Posted February 23, 2015 Sorry, to rephrase. Best practice is to do whatever allows you to work comfortably. As long as you get an unstretched, neatly packed unwrap at the end. It's all good 0 Quote Link to comment Share on other sites More sharing options...
Synaesthesia Posted February 23, 2015 Report Share Posted February 23, 2015 Order of importance for UVs:1. Texel density for the model should be uniform with the exception of the rarely-seen parts of the model, such as parts hidden away in cracks or crevices, the underside of the chassis (if wheeled/tracked and low to the ground like a normal vehicle). Those parts should be scaled down significantly compared to the rest of the vehicle. Small pieces that are visible should have their texel density increased for painting details that would otherwise become muddied. 2. Mirror components that don't require unique UVs, such as tiny pieces that don't have readily identifiable decals on them. Anything with text that isn't reversible should be unique and not mirrored, the same goes for other features of that nature. 3. Ensure there's minimal stretching and distortion unless stretching/distortion would assist with the look of the model (e.g. grunged up sections don't always require perfect UV islands) 0 Quote Link to comment Share on other sites More sharing options...
Guest rackz Posted February 23, 2015 Report Share Posted February 23, 2015 the only hard part for me in unwraping(or lets say texturing) is when i have done size changes regarding to aircraftkillers Texel density point. for example using a camo texture and having the right size for each part... lets just say having a seamless camo texture without size differences. because i an to use one camo texture overlayed on the whole texture, instead cloning the camo texture a few times and adjusting it for each part :S 0 Quote Link to comment Share on other sites More sharing options...
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