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Old 05-16-2013, 06:06 PM   #1
CyberGolem
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Chaz Sutherland
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Basic UV question

I was hoping someone could elaborate about overlapping UVs.

If I'm modeling a camera, is it necessary to have all the UVs of every object in the model avoid overlapping each other even if they're separate from each other? For instance: If the lens is a single separate object from the camera body, can its UVs encompass the entire 0-1 space or should it be scaled down so it won't overlap other objects in the scene (UVs of the camera body) even though they use different shaders and materials?

I hope my question is clear enough to understand. Thanks for reading.
~CG

Last edited by CyberGolem : 05-17-2013 at 02:41 AM.
 
Old 05-17-2013, 08:52 PM   #2
Stevovo
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If its a separate geometry its UVs can overlap other UVs without any problem (So it can cover the entire 0,0 UV space) Try apply a quick texture and render to see for yourself.
 
Old 05-21-2013, 12:22 PM   #3
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Quote:
Originally Posted by Stevovo
If its a separate geometry its UVs can overlap other UVs without any problem (So it can cover the entire 0,0 UV space) Try apply a quick texture and render to see for yourself.


Thanks, I'll definitely give it a try.
 
Old 05-29-2013, 06:42 AM   #4
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I was actually considering posting this question myself. I have been doing a project of a mech and did not know if i should have all the separate UVs puzzled into the zero to one space or not. Eventually i just UV the objects in the zero to one space by themselves since they were separate objects. But i would like to know if in the professional world would they want me to UV the whole mech into the zero to one space like i would a solid organic model or would the way we are doing it be acceptable?
 
Old 06-16-2013, 03:07 PM   #5
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Quote:
Originally Posted by MirroredPixel
I was actually considering posting this question myself. I have been doing a project of a mech and did not know if i should have all the separate UVs puzzled into the zero to one space or not. Eventually i just UV the objects in the zero to one space by themselves since they were separate objects. But i would like to know if in the professional world would they want me to UV the whole mech into the zero to one space like i would a solid organic model or would the way we are doing it be acceptable?



It's a good question and I'm sure the answer might even change from house to house, but I'm guessing multi-tiling should be expected. Since I'm unsure about my character remaining in individual pieces or being combined as one giant object, I'm going to layout everything using the multi-tile system. If not for anything else it's it'll be an exercise to understand the process.
 
Old 06-16-2013, 03:07 PM   #6
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