Mesh export stacks UVs - any remedy?

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Comments

  • MistaraMistara Posts: 38,675

    i dont understand the benefit to stacking uvs?
    does it save on memory?

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,076

    You can use bigger maps on individual parts

  • Mystarra said:

    i dont understand the benefit to stacking uvs?
    does it save on memory?

    Some older applications don't like UVs out of the [0,1] range.

    You can use bigger maps on individual parts

    UVs and image size are unrelated, unless you mean compared to shrinking everything to fit a single UV square in which case it is true if the application has an upper limit on image size (that is too small to allow the desired texture resolution).

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,076
    Mystarra said:

    i dont understand the benefit to stacking uvs?
    does it save on memory?

    Some older applications don't like UVs out of the [0,1] range.

    You can use bigger maps on individual parts

    UVs and image size are unrelated, unless you mean compared to shrinking everything to fit a single UV square in which case it is true if the application has an upper limit on image size (that is too small to allow the desired texture resolution).

    Well the more realestate an individual part has in the UV square the more of the texture map it can use

    so the map does not need to be enormous with mostly blank bits

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