hi im new to 3D so this is going to be a dumb question. so I was thinking how you need move the UV’s into the top right box, but if you have a large level like the grand theft auto games for example, wouldn’t all those uv’s have to fit in that box? and if yes they would need to make them all tiny for them to fit in and that lowers the quality of the texture down, so how do they manage to have all those high quality textures for cars, people, and buildings etc. :curious:
Texturing large levels in maya
To answer your question, yes, all the textures should be in that box. However, all the textures for the entirety of the level don’t have be squeezed in there all together. Each object/mesh has its own texture, meaning one building is free to take up the entirety of the positive quadrant, just as a car could do the same. Only parts of the same object cannot be overlapping in the texture space. The only way you’d have to fit all the textures for all the objects in a single texture space is if you merged all the objects into a single mesh, all the buildings, the ground etc. Obviously, this is ridiculous, so no one (AFAIK) does this. Each part of the level is split up into it’s own object. Each individual object can have it’s own texture maps, that are independent of the other objects.
i see, i was thinking of that being the way they would do it. so then im guessing after you do that you just import each object into one scene?
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