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    UV Map quality

    Hi guys o/
    I am a beginner on 3d modelling and i have a some problems/questions.
    I am currently modeling a building and my problem is the quality of uv map is too low. I can not just increase the size in 3dmax because i can't paint in substance painter if the uvs exceeds de square (or whatever the name is for). If I leave it all in the square, the quality is horrible (even leaving the texture 4k on Substance Painter). Someone can tell me what to do or a path that I must learn to fix this problem?
    Click image for larger version

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    here is the prints
    Sorry if have a grammatical error, English is not my first language
    Last edited by day1ks; 10-30-2016, 10:04 PM.

    #2
    So a few things to note
    When texturing a building, use multiple materials if possible.
    Also remember, you can divide texture into tileable areas that repeat and unique areas.
    For example, map all the window uvs to overlap the same texture space.
    You can also overlap similar chunks or pieces on the rest of the model.
    https://www.casualdistractiongames.com

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      #3
      Thought you might also find this useful :
      http://www.gdcvault.com/play/1022324...ing-Techniques
      https://www.casualdistractiongames.com

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        #4
        Thanks man, helps a lot

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          #5
          Based on your first screenshot, you can model that in a way that gives you much better UV results, each layer can be modeled to the next and then you can flatten out the entire object like a box would be flattened out. It would give you better texture results.

          Also, for lightmaps/textures try to keep the resolution as low as possible, 4k is way too big.

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