UVs in a professional setting..?

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  05 May 2013
UVs in a professional setting..?

So i was wondering if in a professional job setting do the employers usually want your model set in the 0 to 1 space? I mean i know its supposed to be in the 0 to 1 space but what i am asking is do they want the collage like i would with a solid one piece character? If i was to do say a mech or even a chair would they want that whole model collaged into the space or would just setting the separate objects themselves into the 0 to 1 be acceptable?
  05 May 2013
If you're doing games or real time stuff, yes, keep it within 0-1 space. Each models can have their own space, they don't need to share. But that's up to your texture planning.

For VFX, animation, movies, you can go beyond 0-1 space. Look up how Mari handles multi-tiled textured.

Last edited by Panupat : 05 May 2013 at 06:26 AM.
  05 May 2013
So if i am doing games i would put the whole prop/model into the 0 to 1 space? Even if the prop is made of separate geometry would i have to puzzle all the UVs into a collage? I am just wanting to know what my employer would expect of it.
  05 May 2013
It really all depends. A lot of this is up to your own discretion. Keeping everything per object in a 0-1 UV map, all together is great, but sometimes it's not practical.

For instance, on some car games I've worked on, we would have multiple maps on one object.
Like a reflector on a car would be referencing a texture with all of the lights applied to it, whereas any emblems would be referencing a texture with emblems on them, but both of those pieces would be the same object.
"The best things in life are either illegal, fattening, or take too long to render."
  06 June 2013
Awesome, thanks nmcelmury. I just wanted to know about real world experience on this subject as i am being taught different ways depending on what instructor i have at uni.
  06 June 2013
Actually the only time you need 0-1 UV tiles is in a 3d painting package. All game engines support scaled UVs beyond 0-1 all the time. You do this when you want to tile the texture map. There really are no limitatons.
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  06 June 2013
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