View Full Version : a UV discussion thread .
Hasnz 09-11-2008, 11:40 PM hey !
I had this discussion with some of my fellow artist and i also thought up bringing here . This discussion was to about laying out good uvs but which work flow suites best between a modeler and a texture artist .
The methods that I have been using .
Layout uvs - - > Artist texture on the snapShot
Texture Already Lay ed out - - > uvs are adjusted according to texture
Layout uvs - - > painted in a 3d Paint program ( not very photoshop friendly )
all have there pros and cons . .
any better ideas ? ? ?
thanks
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SpiralFace
09-12-2008, 06:34 PM
I tend to incorperate UV's as early into the modeling process as possible. It might bog down the modeling process, but it saves a huge amount of time in the texturing process as well as just the general UV process itself.
I tend to try to UV whenever I'm at the point where a "Base" model is nearly done I build the "half model" and UV it first to get all cemetrical parts, duplicate it over with the UV's from the other side, and then proceed to model non-cemetrical parts. Then I simply go in and re-uv the sections of A-cemetry and then work it back into the map I already had going for a final stitch together.
It might seem a bit disjointing to the modeling process, but I find it saves me a ton of time in getting good clean UV's.
As far as maping before, or after textureing, I think it simply depends on what you are working on, and at what quality level. For games, or Characters, there is almost a need to do the UV's first so you can conserve on your UV space, or just know where certain objects will appear on your UV page. For props and enviornments for movie materials it is less of an issue, as you can take even a tileable wood grain texture and tile it tons of times over a broom stick to get decent results.
In the end, it all comes down to how much time you have to work on it, and how good or precise does the UV's matter in the end product.
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09-12-2008, 06:35 PM
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