It's a sort of pseudo-subdivision surface where if two or more polygons share an edge and are members of the same smoothing group, they will render as a smooth surface. A smoothing group's function is to make your model appear smoother without adding polys to the mesh. In addition to the above, and as they are items you can hand paint details on, normals also control smoothing groups. It's easy to forget that normals are more than a normal map basis – they also control the direction of a surface and smoothing groups This will allow more room for the items needing finer detailing or with higher visibility the larger the item on a UV map, the larger the texel density, meaning the more space it gets for painting and detailing. It also pays to keep your layout tidy and economical, with similar items arranged together, or stacked on top of each other where possible to save space. Even two to three pixels is often enough to avoid texture bleed and normal mapping artefacts when baking, and almost all UV mappers have functionality for this. Avoid seam trouble on the tile's edges by adding a three- to four-pixel border, and get into the habit of creating enough space between your UV islands to handle edge padding and gutters to head off trouble at the pass.
You can of course work around this by using triplanar mapping when working in apps such as Substance Designer, for example, but the best thing is to get it right straight out of the gate.Īs well as no distortion, a good UV map also has borders and padding. Textures applied onto a model should not show disproportionately to each other.įor example, the head of your mech shouldn't have a much smaller scale and details than its torso, and even worse if the arms have even larger details. This means that a texture won't look stretched or pinched when applied onto the model. Now you know what UV space is, we can move on to the few fundamental concepts that apply to UV mapping no matter your model, UV mapper, or whether you're using a single-tile UV map or UDIM.įirst and foremost, a UV map needs to be as distortion-free as possible. As well as heavy game engine load, they'll also slow performance in, for example, Substance Painter Pre-modelling considerationsīe careful not to go overboard with your groups and textures. In simple terms, UDIM makes UV mapping and texturing easier by enabling you to create multiple UV grids for the same model by allowing you to have 10 tiles on the U-axis, and an (almost) infinite amount on the V-axis.Īs with a normal UV tile, you can't have polys outside of the UDIM tiles' boundaries either, but we'll get to that later. Some renderers and texturing applications take this a step further by also providing support for something called UDIM – U-Dimension. It's also vital that all your model's flattened polys need to be inside the UV tile in order to provide your baker and renderer with accurate texture information.
This is to make sure that no matter how you choose to map, flip or stack your UV'd bits and pieces – called islands or shells – the depth coordinate will ensure they show correctly in 3D no matter their mapping. You may be wondering why 2D space also has a depth coordinate. Look for the Spacing settings in your UV mapper Make sure your mapped UV groups have sufficient gutters.