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I want to know everything about UV-scans, where can I read the materiel in Russian?
Hello! Is there any document or book that explains the essence of UV-unwrapping at a detailed level. Interested in questions related to the optimization of sweeps for game models. For example, where to make seams, whether intersections affect performance, etc. Which places in the model need to be done with a large texture scale, and which with a smaller one, etc. I'm pretty good with tools. (blender)
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There is no such document, let alone a book, because everything is simple there.
I've never heard of any special optimization for game engines (correct me if I'm wrong). The only thing that comes to mind is that some engines allow only one UV per model, while Blender allows you to create several.
Where they will not be seen as much as possible. On the back of the head (most often we look at the face), along the inside of the legs / arms; where they would be in real life - at the junctions of different materials, different details.
Intersections of what?
Important places - with more. For example, in a character, half of the texture may go to the face. Because the face is the main thing that the viewer will pay attention to. Boots/boots are much less important (generally).
If you have any more questions - please contact.
Thanks for the detailed answer Roman!
By intersections, I meant when multiple polygons share the same texture area. Or is this common practice?
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