Three basic questions about how to do proper UV Map for Character.

Hi, i’m creating a character for my game.We are in the process of creating a character model and now trying to port to unreal. (Blender used for modeling and UV unwraping, Texturing: Substance Painter).
I was looking for examples how other games made and we found good example from ARK.
I see that they have 2 UV-Maps for the male character. They have this UV Map for their head. And one material for it:


Then they have a second uv map that is for the whole body with also 1 material:

The problem is now that their texture for their body is looking like this:
TextureBody

The body texture doesn’t look even similar to their uv map?

  • Can someone explain how that works?

Only the body texture.

In other games it works totally different for example Conan Exiles have an UV Map which overlaps, doesn’t make sense for me yet:

Maybe someone can help me with another question:

  • What is the best way to unwrap my mesh which will have 2 materials one for body one for head?

Of course I can unwrap everything into one UV Map, but then the quality of some parts will suffer?
Any good Tutorial or Article would also be good, because I looked almost everywhere already and cannot find a suitable resource for my use case (Character for multiplayer game, Armor equipping, Character customization with Shapekeys/Morph Targets).

Our current situation is 2 UV Maps (UDIMM) one for head one for body.

  • Is that a good way to do it ?

UVOur1
Character1Our

Hi there
I think we are (you were maybe) in the same club :smiley: . I’m searching about “how many UDIM’s is good enough” but i’m not sure yet.
Just found something you and i wonder about.

I think they have used vertex color masking option. take a look at these links:

and

If you have found something about “how many UDIM’s is good enough” please share with us.