some questions


#1

when i uv map a model for a game i have a tank with different parts wich are seperate objects
how should i manage the uv mapping?, should i make seperate uvmaps for each object that can’t be combined with an other object? (because of animation)

my second question is, i have parts that are stikking into the tanks surface with faces not showing wich are below the tanks surface for example a barrel that has 8 sides then 8 sides are burried under the tanks surface wasting polygons
can these be deleted?


#2

cmon…nobody knows this? somebody plz tell me.


#3

Patience man!

Separate objects must have separate UVs… because they are separate, and UVs are stored in the vertices. Textures on the other hand should be reused whenever possible. It is usually best to combine all the textures for an entity (tank, tree, person) into one packed texture, to reduce traffic on the graphics bus, which leaves room for other things like vertices, etc. So the wheels, treads, body, barrel, etc. would all reference one image file. But this depends on the memory management for your hardware… sometimes it is best to use multiple smaller texture files than it is to use a single large one. Ask your programmer(s).

Geometry that is hidden inside another surface or underneath a model can be deleted. Only caveat is if the tank will ever be flipped over then you should have a bottom there, or if the barrel moves enough to expose the open side then you will need those faces there. Think about the range of motion in deciding what to delete.

Hope that helps.


#4

thank you that totaly cleared it up for me :slight_smile:


#5

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