Each face of the rock is its own UV space. That’s quite a waste of texture If you can optimize it to share UV, it would be much better. Too many 4096x4096
Hi Imtrobin,
i’m not sure to understand correctly your post (my english is not so good).
But every model at LOD0 have is own texture at 4096, but for LOD1 and LOD2 the meshes are sharing UV to use atlas texture.
Or are you saying to construct the UV in a way that the face of the rocks will overlap, optimizing the resolution, and the space required?
Thanks
Sure,
first of all we take real models from nature, from this real rocks we take the texture with a scanner, and then start the workflow with 3ds max for the basic shape,Mudbox for sculpting and painting, last step is with Topogun to extract the normal map from the high poly model.
Ok, now I understand better.
the question is that in our case is not possible to overlap the rock faces
in the same UV.
Otherwise the rocks will loose a lot of detail.
Normally we use overlap UV only in case of very symmetric models.
The tecnique used to build Rock & Boulders is different, and is the same that we used in one of our first package (https://www.assetstore.unity3d.com/en/#!/content/12634).
In a nutshell, instead of directly paint on the model is used a single generic texture and to increase the resolution in Unity is applied the tiling.
Furthermore to give more “characterization” usually is used another texture to add details.
Sincerely we dont like this approach.
How you can see in this screenshot taken from one of our models (on the left) and the package that you indicated (on the right) there is a lot of difference in terms of resolution when comparing the 2 methods :
Anyway, i dont want to say our product is better of Rock & Boulders, simply is different with pro and cons.