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Best Workflow - UV Unwrap for Unity

Discussion in 'Formats & External Tools' started by jricardomiguel, Aug 7, 2017.

  1. jricardomiguel

    jricardomiguel

    Joined:
    Feb 10, 2017
    Posts:
    27
    Hi,

    I always did the texture application in Unity, but I want to learn how to do uv maps in Blender or 3DS max. I've seen several tutorials on youtube, but each one has its own way of doing it ...

    Can someone tell me the best workflow? A video that shows all the steps for a beginner?

    What I intend is:

    - Generate UV Map
    - Generate Normal Maps
    - Generate Height Maps
    - Generate Occlusion Maps Environment

    Thanks.
     
  2. Scion01

    Scion01

    Joined:
    Jun 23, 2017
    Posts:
    14
    It's an old program but I use Headus UVLayout. The cut and auto unwrapping features are still amazing.
    Zbrush for sculpting and painting.
    Then Xnormal to burn the maps.

    First will create low polygon mesh in Autodesk Maya,
    Then UVLayout for UV Mapping.
    In Zbrush add all details.
    Then export low polygon and high polygon from Zbrush to Xnormal

    When learning the new workflow, try starting out with something simple, like a box or sphere.