12/16/2023 0 Comments Second life wings 3d uv map![]() ![]() closeup f brown concrete wall, Texture mapping Paper Masonry Stone, Stone brick wall texture, texture, shading, wall Texture png 800x1000px 1.01MB. ![]() UV mapping Texture mapping Normal mapping 3D computer graphics, Uv Mapping, texture, 3D Computer Graphics, necktie png 1080x562px 407.84KB.Texture mapping 3D computer graphics UV mapping Wall Concrete, 3d model home, angle, 3D Computer Graphics, material png 1024x1024px 226.93KB.UVW mapping UV mapping Texture mapping Face Ear, Face, love, 3D Computer Graphics, face png 1024x512px 695.42KB.Texture mapping Banana UV mapping Fruit Food, point of light, white, 3D Computer Graphics, food png 1024x1024px 555.58KB.In consequence a same texture size will give a higher resolution in the game.Ī last remark : imagine that in your game in UE, you want the colors of the eyes change (let's say depending on the dragon's mood), probably you'll need to set the eyes on a separate texture to do that as if not you'll need to change also the texture for all the head. But there is no rules as all depends of what you want to do in your project.Īnother point : sometimes symetrical parts of the mesh can share the same uv map and so share the same texture (when nothing needs to be different for each side). I cant be sure of a number for that (as computers are faster and faster) but for a main character around 20k tris is more or less a limit, generally. Probably UE has built in functions to do that automatically.Īlso the polycount of your mesh is important if you want to use it in a game. 256) and is used when the model is very far. 512) and is shown when the cam is at some distance, the next texture is smaller again (ie. The first texture is the full resolution (let say 1024, for instance) and is applied when the camera is very close to the model, the second texture is half resolution (ie. To summarize : all in red here is lost surfaceįor the textures, you can use a mipmap technics : the idea is to define several textures for the same UV map. But you can do both : keep your UV map, use it in Blender with a big texture size, then bake on another "smart UV project" uv map with a lower texture size. The counterpart of that is you cannot (or hardly) paint directly on such a texture. So for a same texture size, the actual resolution for the wings will be lower with your UV map than it can be with the "smart uv project" option. So for instance, if you look at your wings UV map, you can see that there is plenty of space in the texture that is not useful. The aim of that is to optimize the useful space of the textures while keeping the relative surfaces of the faces. Have you tried the "smart uv project" option when uv unwrapping ? If you do (make a copy before trying that), you'll see that the uv map is cut into plenty of small parts. What matters is the number of textures you will use (generally one per UV map), the size of them and the way you use these textures in "an optimal way" (so that the less part of them is useless). Try to use a 1024x1024 texture then change it to a 2048 (or any size) : you'll see the UV map will be adapted to the size. An UV map does not set the size of the textures you will use in your game engine.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |