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toluabisola
01-02-2006, 09:19 AM
Happy new year people!! :wavey:

I hope im posting this in the right place, I've tried to research this extensively on the net but came up with nothing.
Im looking to create some mod characters for Battlefield 2. My question is can AUV or GUV mapping be used for this kind work?
will the textures display properly in game?
I ask because i have a really good work flow involving ZBrush and Zapp link and don't find it necessary to have a traditionally un-wrapped uv mesh (I don't find them fun to make either)

so calling all the smart ones out there any help?
__________________________________
Tolu Abisola
Baby Dragon & Metahuman WIP
http://206.145.80.239/zbc/showthread.php?t=25203 (http://206.145.80.239/zbc/showthread.php?t=25203)
Cardassian Woman
http://206.145.80.239/zbc/showthrea...ardassian+woman (http://206.145.80.239/zbc/showthrea...ardassian+woman)
Harpie
http://206.145.80.239/zbc/showthread.php?t=28783 (http://206.145.80.239/zbc/showthread.php?t=28783)
Barbarian & Commando
http://206.145.80.239/zbc/showthread.php?t=30272 (http://206.145.80.239/zbc/showthread.php?t=30272)
Third dimension 3D course
http://www.newtek-europe.com/uk/com.../abisola/1.html (http://www.newtek-europe.com/uk/community/lightwave/abisola/1.html)

eblondin
01-02-2006, 09:28 AM
AUV or GUV tiles are not the best idea for games.

Reasons for this are:

1.final complexity of a game model is based on its uvs. AUV and GUV tiles create dozens and sometimes hundreds of uv shells, thus vastly increasing the complexity of your exported model. and taking it longer to compute in the game.

2. it is always ideal to have as few uv shells as possible for game dev for best performance, ability to edit the texture in any program easily. ability to edit uvs in max or Maya easily. and for anyone to be able to open up your model and make changes quickly and easily. GUV and AUVs would create a nightmare for any other artist to edit your work outside of zbrush and would make programmers scream at you for exporting a model that has 100 plus uv shells.

toluabisola
01-02-2006, 11:16 AM
eblondin many thanks :thumbsup:
out of curiousity have you tried these automatic uv unwrap procedures such as in modo?
are they any good?
and do they have a place in game development?
thanks in advance.
__________________________________
Tolu Abisola
Baby Dragon & Metahuman WIP
http://206.145.80.239/zbc/showthread.php?t=25203 (http://206.145.80.239/zbc/showthread.php?t=25203)
Cardassian Woman
http://206.145.80.239/zbc/showthrea...ardassian+woman (http://206.145.80.239/zbc/showthrea...ardassian+woman)
Harpie
http://206.145.80.239/zbc/showthread.php?t=28783 (http://206.145.80.239/zbc/showthread.php?t=28783)
Barbarian & Commando
http://206.145.80.239/zbc/showthread.php?t=30272 (http://206.145.80.239/zbc/showthread.php?t=30272)
Third dimension 3D course
http://www.newtek-europe.com/uk/com.../abisola/1.html (http://www.newtek-europe.com/uk/community/lightwave/abisola/1.html)

eblondin
01-02-2006, 11:32 AM
No problem toluabisola. I have not tried modos automatic uv unwraps

But I have tired many automatic uv unwraps in various programs. I have found that they can be a good starting point for laying out your uvs. but usually there is no one click solution for laying them out. because not only do you want good uvs with little stretching as well as, as few uv shells as possible to lessen the amount of seams and make the model more efficient but you also want to lay them out so that they are easy to paint on. So like I stated, I have found a few automatic unwraps to be a good start but never leave them as is.

Unwrapping an object should be considered an art form in of itself

toluabisola
01-02-2006, 12:01 PM
Unwrapping an object should be considered an art form in of itself

so so true
it would just be nice if we could skip this step and concentrate on cool stuff like art
________________________________________
Tolu Abisola
Baby Dragon & Metahuman WIP
http://206.145.80.239/zbc/showthread.php?t=25203 (http://206.145.80.239/zbc/showthread.php?t=25203)
Cardassian Woman
http://206.145.80.239/zbc/showthrea...ardassian+woman (http://206.145.80.239/zbc/showthrea...ardassian+woman)
Harpie
http://206.145.80.239/zbc/showthread.php?t=28783 (http://206.145.80.239/zbc/showthread.php?t=28783)
Barbarian & Commando
http://206.145.80.239/zbc/showthread.php?t=30272 (http://206.145.80.239/zbc/showthread.php?t=30272)
Third dimension 3D course
http://www.newtek-europe.com/uk/com.../abisola/1.html (http://www.newtek-europe.com/uk/community/lightwave/abisola/1.html)Today 10:28 AM

chrisjbuck
01-03-2006, 07:17 AM
Messing around in the Doom 3 engine I noted really bad seams on objects when I used normal maps from Zbrush. A big problem with AUV tiling, but generally easily hidden if you use UVW unrwrap in max on the low poly object, and then import into zbrush keeping the clever UVs you generated. Max 7 or 8 introduced making normal maps from a low and a high poly object, and other tools can do this as well, allowing you skip worrying about UVs in Zbrush, for the normal map anyway.

chris

p.s. I think the accuracy of the mapping in the game engine is the problem, AUV tiling looks fine for displacement maps in max.

toluabisola
01-03-2006, 09:41 AM
Thanks for the input chrisjbuck
yesterday i did a bit more research on the subject and I would have to agree that UVW unwrap
seems the best option.
out of curiousity have you used the unwrap feature in Modo 103? if so how does it compare?
cheers
______________________________
Tolu Abisola
Baby Dragon & Metahuman WIP
http://206.145.80.239/zbc/showthread.php?t=25203 (http://206.145.80.239/zbc/showthread.php?t=25203)
Cardassian Woman
http://206.145.80.239/zbc/showthrea...ardassian+woman (http://206.145.80.239/zbc/showthrea...ardassian+woman)
Harpie
http://206.145.80.239/zbc/showthread.php?t=28783 (http://206.145.80.239/zbc/showthread.php?t=28783)
Barbarian & Commando
http://206.145.80.239/zbc/showthread.php?t=30272 (http://206.145.80.239/zbc/showthread.php?t=30272)
Third dimension 3D course
http://www.newtek-europe.com/uk/com.../abisola/1.html (http://www.newtek-europe.com/uk/community/lightwave/abisola/1.html)Today 10:28 AM

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