Hi great people!
Firstly I just want to apologize if this is a repeated thread here on the forums, but I couldn’t find any containing this info I am looking for. If I overlooked some threads containing the answer to this riddle I am sorry I am re-posting it…again.
So with that out of the way, onto my problem.
I am doing an architectural model that I want to bring into unreal for a competition I am entering. I am in the stage of UV mapping it, and I had some questions about techniques that the Unreal engine prefers further down the line. So when I am laying everything out in the UV set, I was thinking of preserving the UV space by overlapping similar shapes (walls, roofs etc). So I was wondering if this will create a problem further down the line? When I was looking for threads containing this info I saw a lot of people having problems with UV’s being overlapped and that the lightmap baking would not work. Then I found this document in the rendering techniques pinned post on the forum here (https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html), and it basically said that every UV needs a unique position on the UV set. But I just want to make sure that it has to be non-overlapping even when I UV map it in Maya, so I won’t have to change it further down the line.
I have a good amount of years of experience with Maya so I wont bother you guys with specific UV mapping techniques in Maya This is more a workflow question I guess.
If you need screenshots or anything just let me know!
- Eirik M.