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File: 261 KB, 771x764, unwrap.png [View same] [iqdb] [saucenao] [google] [report]
676499 No.676499 [Reply] [Original]

>Browse a bunch of PBR models
>Take a peek at the unwrap
>See this

So is this how people UV unwrap nowadays? Just use 4K textures for everything so its fine?

>> No.676501

It's how they've always unwrapped. It's just that people are morons who can't actually do it.

>> No.676520

the padding is crazy

>> No.676534

Yeah especially since you need to have pretty big texture with such an unwrap anyway.

>> No.676543

this gave me cancer

thanks a lot

>> No.676573

What program does the best unwrap for hard surface?

>> No.676576

I'd say Blender, it has Smart Unwrap.

>> No.676584


>> No.676585


>> No.676586

Do people still use Headus UVLayout?

>> No.676602


>> No.676609


Everything except characters is being textured using triplanar, UVs are basically obsolete unless you need a specific orientation like in wood or blinders and such.
Like, who paints textures manually for 100 assets lmao, just push the button nigga or you're getting replaced by a smarter nigga.

>> No.676621
File: 44 KB, 512x512, 1528966297289.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.676624

Top heh

>> No.676628

Looks like the auto unwrap in 3D Coat. If it's a piece I'm just going to paint a texture directly on and don't expect anyone else will ever retexture I do that too sometimes.

>> No.676631

Lots of small chunks. Would have been better if this was split between two shaders

>> No.676636

Unfold3D in Maya2018 or RizomUV they are more or less the same

>> No.676673

production speed is more important than optimization in every sphere where money are made

>> No.676684


>> No.676708

this is why texture sets and material ids exist for multi subobjects. doing it all in one uv unwrap is dumb.

>> No.676710

except this isnt really that fast, you would need still give these objects color ids and then bake it for substance but color ids come out terrible if theres too much shit compacted into one area. youre better off using the texture sets since color ids require you to use a MASK while textures sets are confined within their own uv channel and then use masking to paint instead of selections.

>> No.676715 [DELETED] 

Can yo do this?

>> No.676716

Can you do this?

>> No.676719


Not really, I was working with very tightly packed auto uvs and substance and it worked just fine.
Maybe for le indie devs who use 64x64 textures but for the rest of the productive world that is a literal non issue

>> No.676724

no but youre still missing the point, if you dont use color ids/mat ids youre wasting time and quality. if you just pack everything together you are forced to use masking techniques with color ids and if u baked a color id map its more than likey going to have shitty resolution and will have a jagged looked on the uvs because the clusters of uvs you set up are so tiny that they wont fit. you need to have color ids just as mat ids so that you have have texture sets instead.

>> No.676725

so unless you hand paint this shit and know how to unwrap it properly thats the only time it wont cause problems with your uvs on tightly packed meshes, otherwise you have to use ids.

>> No.676728

I used IDs you retard, basically I had to do a ton of background assets and went by doing them at 2k then batch downressing to 1k or 512.
Do you guys seriously think you'll manage to perfectly UV AND texture 200+ meshes in like a week?

>> No.676732

then what are you refuting you dumb retard, stop talking lmao

>> No.676734

>hurr durr u cant use auto uv with id
>I did just that nigga and it worked just fine
>hurrr lmao

>> No.676741

you dumb retard its like you dont know how ids work. like i said stop using baked color ids which is probably what youre doing. just having an id for your mats will get you a texture set WHICH will give those ids there own channel for UVS so you can just auto uv those instead of them being small island clusters for no reason, what part of that did you not understand?

>> No.676748

This board is atrocious, I swear.

>> No.676844


Thanks, I forgot about this

>> No.677157
File: 593 KB, 2048x2048, Attic_Interior.jpg [View same] [iqdb] [saucenao] [google] [report]

I do, freaking love that program.

>> No.677162

Oh jesus, thats bad
Bullshit, Optimization is most important in production most time
Tight poly and texture budgets, now draw call budgets so you gotta make sure you gotta think on how you break up the mesh

>> No.677402

Having everything on the same material ID and UV map channel saves on draw calls, and thus improves performance. However that kind of UV map doesn't look very performant unless they're also baking in the lighting/AO.

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