UVs in a professional setting..?

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Old 05 May 2013   #1
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?
 
Old 05 May 2013   #2
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.
 
Old 05 May 2013   #3
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.
 
Old 05 May 2013   #4
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.
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Old 06 June 2013   #5
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.
 
Old 06 June 2013   #6
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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Old 06 June 2013   #7
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