05 May 2013 | |
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PRO
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Chaz Sutherland
Filmmaker & Artist
Corona,
United States
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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 May 2013 at 02:41 AM. |
05 May 2013 | |
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SnowMonkey
portfolio
Stephen Rupia
3D Artist
Cape Town,
South Africa
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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.
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05 May 2013 | |
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PRO
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Chaz Sutherland
Filmmaker & Artist
Corona,
United States
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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. |
05 May 2013 | |
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New Member
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Eric King
Student/Painter
Houston,
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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?
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06 June 2013 | |
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PRO
portfolio
Chaz Sutherland
Filmmaker & Artist
Corona,
United States
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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. |
06 June 2013 | |
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