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๐Ÿงต Manually arranging UVs

Anonymous No. 900710

Why do people manually arrange UVs after unpacking them? It seems like I should be able to draw my textures just fine without doing this, but I see so many people on Youtube doing it. Is this a meme or is there a reason I should do this?

Anonymous No. 900718

for organization, aesthetics, your own personal sense of optimization, for fun, ocd, that's how they were taught.

Anonymous No. 900719

>>900718

ok well I'm going to stop doing it then because it's fucking annoying.

Anonymous No. 900729

>>900710
Because I am more efficient than any algorithm.

Anonymous No. 900740

>>900710
if you plan to tile a texture over it you can control how it'll look like

Anonymous No. 900745

>>900710
Don't bother with it, boy.
It's only for people who know how to texture an object.

Anonymous No. 900747

I posted an example image in a thread a few weeks ago. >>896842 Even at higher resolutions, it can still make a pretty big difference.

Anonymous No. 900748

>>900710
There are multiple reasons.
If you give the slightest sliver of a shit about the rendering efficiency of your model.
If you want texture painting to not suck ass, you also want as few seams to deal with as possible.
If you want avoid the sorts of problems your screenshot demonstrates - for instance, the terrible distortion on the sides of the foot, and the nonsensical distribution of texel density; Look at the texture resolution dedicated to your face. Now look at what you've got for your neck and limbs. You should be budgeting your texture resolution to favour your character's most important details. That's *usually* the face, head and torso.

Anonymous No. 900767

>>900748
> not using texel density addon

found the retard

Anonymous No. 900956

>>900747
I wish I could do that, I mean, I may be able to but sometimes I have too much "OCD" for having some islands joined here and there for "easy" painting.

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Anonymous No. 901262

>>900710
Imagine, just imagine that sometimes it is actually the texture that is done first and then the UV is fitted for it. It is often used in pixel art or low poly textures and trim sheets. Try to achieve pic related details on texture without planning the layout first and hand painting the face etc. on a UV layout shat out of algorithm.

Anonymous No. 901266

>>900710
We don't do that, we have auto UV, the only time you'll ever do it is if you want HD or organization.

Anonymous No. 901267

>>900710
depends on what you want to use it for

Anonymous No. 901385

>>900710
>Manually arranging UVs
lol
>Open Maya
>UV toolkit
>Orient shells
>Layout
That's it.

Anonymous No. 901565

>>901262
In the era of 'paint to uvs' this skill is lost among the new artists.

Anonymous No. 901572

>>900710
because if you have limited texture space you will want to give certain areas of the UV more space to work with, overlapping things etc.