![]() ![]() Textures applied onto a model should not show disproportionately to each other.įor example, the head of your mech shouldn't have a much smaller scale and details than its torso, and even worse if the arms have even larger details. This means that a texture won't look stretched or pinched when applied onto the model. Now you know what UV space is, we can move on to the few fundamental concepts that apply to UV mapping no matter your model, UV mapper, or whether you're using a single-tile UV map or UDIM.įirst and foremost, a UV map needs to be as distortion-free as possible. As well as heavy game engine load, they'll also slow performance in, for example, Substance Painter Pre-modelling considerationsīe careful not to go overboard with your groups and textures. In simple terms, UDIM makes UV mapping and texturing easier by enabling you to create multiple UV grids for the same model by allowing you to have 10 tiles on the U-axis, and an (almost) infinite amount on the V-axis.Īs with a normal UV tile, you can't have polys outside of the UDIM tiles' boundaries either, but we'll get to that later. Some renderers and texturing applications take this a step further by also providing support for something called UDIM – U-Dimension. ![]() It's also vital that all your model's flattened polys need to be inside the UV tile in order to provide your baker and renderer with accurate texture information. This is to make sure that no matter how you choose to map, flip or stack your UV'd bits and pieces – called islands or shells – the depth coordinate will ensure they show correctly in 3D no matter their mapping. You may be wondering why 2D space also has a depth coordinate. Look for the Spacing settings in your UV mapper Make sure your mapped UV groups have sufficient gutters. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |