Shnappz Posted March 30, 2015 Report Share Posted March 30, 2015 (edited) So basically, it should be an easy one to settle. One of my friends is convinced that you can professionally texture a building with a UVW Map rather than properly unwrapping it. I personally think it's complete BS as there's no way you can add detail and it would just look complete crap... What are your opinions here? Would you UVW Unwrap everything? Bar maybe very very simple structures. Edited March 30, 2015 by Shnappz 0 Quote Link to comment Share on other sites More sharing options...
OWA Posted March 30, 2015 Report Share Posted March 30, 2015 If you are texturing simple walls or something then you can do it with the UVW Mapping modifier, although you don't get as much control compared to if you properly unwrap it. Unwrapping is always better. 0 Quote Link to comment Share on other sites More sharing options...
Shnappz Posted March 30, 2015 Author Report Share Posted March 30, 2015 Plus if you're going to render an ambient occlusion map and blend it into your texture it just makes sense to unwrap everything... I can't see why anyone would want to do a UVW Map over an unwrap... 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted March 30, 2015 Report Share Posted March 30, 2015 I use UVW mapping on buildings and then fine tune their sizes and carefully position their edge lines with UVW unwrapping. If you have a repeating texture that needs adjustment then this is the way to go. 0 Quote Link to comment Share on other sites More sharing options...
Shnappz Posted March 30, 2015 Author Report Share Posted March 30, 2015 (edited) Hey Moon, Even with complex buildings like the TSR GDI warfactory for example? That looks like an unwrap job to me Edited March 30, 2015 by Shnappz 0 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted March 30, 2015 Report Share Posted March 30, 2015 TSR buildings are a mess though. Not a great example. 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted March 30, 2015 Report Share Posted March 30, 2015 Yes why not the GDI War Factory. There is a repeating texture on the back of it. All of the AR buildings are uvw mapped and unwrapped too. 0 Quote Link to comment Share on other sites More sharing options...
Shnappz Posted March 30, 2015 Author Report Share Posted March 30, 2015 Okay so moral of the story is, for the simple parts UVW Mapping is fine? 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted March 30, 2015 Report Share Posted March 30, 2015 Okay so moral of the story is, for the simple parts UVW Mapping is fine?Yeah. If some lines don't match up, apply an adjustment with uvw unwrap Or just leave it. 0 Quote Link to comment Share on other sites More sharing options...
Synaesthesia Posted March 30, 2015 Report Share Posted March 30, 2015 There is no simple answer for this issue. Buildings are large objects and will require a lot of texel density to look good compared to tiling terrain textures or anything else in the environment they're in. As a general rule, I avoid giving buildings their own per-face (AKA unwrapped) texture. A specific texture designed only for one building is generally a waste of texture memory. What you'd add in that texture could be done with a tiling texture when you cut up the geometry to match the texture. This is how textures for Tiberium are created right now: This allows for higher texel density with lower texture memory being used at a cost of rendering more polygons. It's generally a better tradeoff to make. 0 Quote Link to comment Share on other sites More sharing options...
Synaesthesia Posted March 30, 2015 Report Share Posted March 30, 2015 On a second inspection, it appears I'm misreading these posts. Using the UV Unwrap modifier is a superior choice for adjusting UVs. UVW Mapping is a modifier that sees more use as a quick layout tool. 0 Quote Link to comment Share on other sites More sharing options...
Shnappz Posted March 30, 2015 Author Report Share Posted March 30, 2015 That's good to know... Didn't even think of saving memory. Obviously if you can have multiple buildings use the same concrete it's better than giving them all their own unique one. Thanks for the detailed responses. time for me to go have a slice of humble pie 0 Quote Link to comment Share on other sites More sharing options...
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