In order to get a better understanding of best practices for asset creation, I’ve been having a look at various assets from the downloadable examples on the marketplace. I’ve been finding some very messy (and out-of-bounds) UV maps associated with the assets and can’t understand how they’re rendering properly. Take the tree (COG_BuildingSetA_Tree_02) that the player faces at the start of the BlueprintExamples demo. UV Set 0 is just plain ugly:
UV Set 1 is better (but seems to only be suitable for lightmapping):
Take another asset from the same level. SM_COG_Demo_Theatre_Floor_Half has some out of bounds geometry (presumably the backfaces) and a alot of unused space in its texture map UV set:
Also, many of the assets have three UV channels (usually the third being a variation on the first with the same shape UV shells but of differing sizes). The following example is from the Mobile Demo:
Is there a particular reason for these UV layouts looking so out of spec, so to speak?