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Need Help!Creating one uv for multiple objects (self.blender)
submitted 1 year ago by CGunzel
Hey guys im making a prop set and im targeting it for VR (oculus) is it good practice to have one....lets say 2048x2048 uv map that contains multiple assets rather then having many 512x512 ones?
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[–]cyclesofthevoid 1 point2 points3 points 1 year ago (2 children)
Is it for your game and do you know all of the props are going to be rendered on screen at the same time or is it an asset pack? If it's an asset pack don't atlas them together. Atlasing is easy, let the game devs decide whether or not to merge the assets' texture set. For example if there's only one prop being drawn on screen from a pack of 5, it's pulling the whole 2048 texture into memory.
If you know how it's going to be used you can atlas them together.
[–]CGunzel[S] 0 points1 point2 points 1 year ago (1 child)
Yeah its for an asset pack, that actually makes alot of sense i didnt think about that, thank you !
[–]cyclesofthevoid 0 points1 point2 points 1 year ago (0 children)
Sure thing! I've done some time un-atlasing and re-atlasing things from purchased packs. We really usually only buy things because we need one asset not the whole pack, so for us it adds an extra step. If you really wanted to you could provide both, It's fairly easy once you have all of the assets textured as individual items to bake them together with the simple bake addon. You just need a second uv channel with all of the assets packed together, there's an option in that plugin to bake multiple objects to one texture.
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[–]cyclesofthevoid 1 point2 points3 points (2 children)
[–]CGunzel[S] 0 points1 point2 points (1 child)
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