I am new to Unreal Engine and I am trying to design a house. All of my walls are simple blocks of static mesh (each of them is different length). My question is about UV’s and light mapping.
Let’s say we have a cube. We know some faces of cube will never be visible to player (e.g. Bottom face will never be visible if cube is on floor). So I give very little UV space to bottom face. In case of a wall, only two faces (front and back) will be visible. Other faces will hide behind other walls, roof and floor. This leaves me with a lot of UV space for front and back faces. To fill up UV space as much as possible, I have to stretch UV’s unevenly. See attached image.
Two larger UV polygons are the front and back faces. I have stretched UV’s horizontally to fill up space.
Smaller UV’s on right side are for hidden faces.
I have some questions:
for larger faces, is this a good idea? or UV’s should not be stretched? (only talking about light mapping purpose, not texturing)
For smaller faces, is this good?
Also, overall is this a good layout?