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๐งต Manually arranging UVs
Anonymous at Tue, 31 May 2022 22:23:12 UTC 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 at Tue, 31 May 2022 22:56:18 UTC No. 900718
for organization, aesthetics, your own personal sense of optimization, for fun, ocd, that's how they were taught.
Anonymous at Tue, 31 May 2022 23:18:17 UTC No. 900719
>>900718
ok well I'm going to stop doing it then because it's fucking annoying.
Anonymous at Wed, 1 Jun 2022 00:38:41 UTC No. 900729
>>900710
Because I am more efficient than any algorithm.
Anonymous at Wed, 1 Jun 2022 02:18:21 UTC No. 900740
>>900710
if you plan to tile a texture over it you can control how it'll look like
Anonymous at Wed, 1 Jun 2022 03:04:20 UTC No. 900745
>>900710
Don't bother with it, boy.
It's only for people who know how to texture an object.
Anonymous at Wed, 1 Jun 2022 03:13:35 UTC 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 at Wed, 1 Jun 2022 03:14:20 UTC 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 at Wed, 1 Jun 2022 05:52:03 UTC No. 900767
>>900748
> not using texel density addon
found the retard
Anonymous at Thu, 2 Jun 2022 09:32:36 UTC 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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55e2350d079fd328c....jpg
Anonymous at Fri, 3 Jun 2022 16:46:20 UTC 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 at Fri, 3 Jun 2022 17:40:28 UTC 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 at Fri, 3 Jun 2022 17:57:14 UTC No. 901267
>>900710
depends on what you want to use it for
Anonymous at Sat, 4 Jun 2022 12:12:34 UTC No. 901385
>>900710
>Manually arranging UVs
lol
>Open Maya
>UV toolkit
>Orient shells
>Layout
That's it.
Anonymous at Sun, 5 Jun 2022 17:45:55 UTC No. 901565
>>901262
In the era of 'paint to uvs' this skill is lost among the new artists.
Anonymous at Sun, 5 Jun 2022 18:06:05 UTC 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.