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>> No.388180 [View]
File: 562 KB, 767x767, Image3.png [View same] [iqdb] [saucenao] [google]
388180

Don't be afraid to add a few extra seams if it can reduce wasted space on your UVW map. Notice the areas in yellow, these can be broke off to make it possible to better pack the uv islands.

The red circles point out issues with your islands being too close together. Video cards have limited amounts of RAM so video game engines use mip maps to save space in RAM. A mip map is a lower resolution version of the texture that is generated automatically from the texture. If your islands are too close together then when the lower resolution mip maps, there can be several, are generated the islands will share the same pixel and can make seams look awful. You want around a 6 pixel gap on 1024 textures and 8 pixels on a 2048 map. When it comes time to bake your texture look for an option called padding and enable it (3d-coat does have this ability). Padding will cause the color of the edge pixel of the island to be pushed out into that empty gap so that when the mip-maps are generated the color of the seam pixel does not change.

Also, it is hard to tell from this image alone but I would suspect that you can stitch several of these seams back together to make larger islands.

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