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uv's

uv's

it's be cool in the unwraps uv editor if there was an option to pack uv's for udims!

5 Comments
kreevo07
Contributor

also I did that math for unreal and their smallest unit of measure is a centimeter, so I was thinking that a meter would be a 1024 texture to make the pixels almost line up to the smallest size possible in the game engine, so I was thinking a 2 meter character (6ft average male) would take up a bout 3/4 of an 8192 texture sheet and not go into micro detail that the player will never see, or about 6,000 pixels, where the space around the character could be used for a weapon also with the arms in a natural a pose he'd be about a meter wide so 1024 then 1024 for the back if you use the front back normal mapping option. 

Also thinking that it's be cool if the game mesh was at the third subdivision, and then a vector displacement from subd level 4 and then displacement for level 5 then a bump map then detail normals on top of that. Just a thought. 

Also a search box in the customize user interface would be nice too 😃

kreevo07
Contributor

also would be cool like if you use left right mapping to use over lapping uv's and then something like a top bottom material where the maps (normal displacement vector ect) would be flipped in x or whatever so that way the normals look good on both sides, or the top bottom front back etc. +-)

kreevo07
Contributor

also another thing that'd be cool would be to do like a left right mapping on a car and then use those seams for pelt mapping, but maybe use a vector uv file for the uv's that way when it's applied to the model there isn't any texture stretching

 

kreevo07
Contributor

also it's be cool if you could rotate the uv editor, when you change from uv to vw that way you can grab overlapping faces, and also maybe get a border select option for the pelt mapping to make that go faster!

social_tasteofaustralia
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Taste of Australia (TOA) la blog chuyen ve am thuc va du lich

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