Use average island scale and pack islands If you happen to not get a generated UV map, you can open the operator panel in the lower left corner of the 3D viewport and check generate UVs. ![]() ![]() We may not have to unwrap these simpler shapes at all, but we can rely on the generated UV map. We can use this to our advantage if we are working with simple objects. Primitives include a UV map by defaultĪll primitive 3D models in a blender that we can add through the add menu have a UV map generated by default. Those are some of the basic questions we may have to answer before committing to a UV map. Is the 3D model we're working on going to be a hero asset that will require its own texture map, or can we unwrap it over a trim sheet or repeating seamless texture?ĭo we have a memory budget for our project that limits us to how large textures we can have and do we take that into consideration when creating our UV Maps. ![]() Do we need an even resolution distribution, or do we prioritize and give distinct part of our texture space more area than others? The most basic considerations we must make are if our UV map can overlap or not and that Texel density. Are we going to use it for baking? Or are we going to use it in a shader? Perhaps we're going to export it to an external software that has specific requirements. We need to know what we're going to use our UV map for. The first step is to plan your unwrapping.
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