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What would be better for UV Mapping?

Discussion in 'Editor & General Support' started by Anewell41, Sep 8, 2011.

  1. Anewell41

    Anewell41

    Joined:
    Jun 18, 2011
    Posts:
    87
    Hi I have a question about UV mapping.

    Would it be better to have 1 model of a complete house uv mapped or do you think it would be better to have three models (roof, walls, interior) of a house and then place them accordingly? It seems like an obvious question but it has really been bugging me or the past few days.
     
  2. Jessy

    Jessy

    Joined:
    Jun 7, 2007
    Posts:
    7,327
    More materials and textures is generally easier, and worse on performance. Choose your balance.
     
  3. Mingo

    Mingo

    Joined:
    Nov 14, 2010
    Posts:
    39
    It also depends on the size and detail of these houses. You're going to need to use tiling textures if you want any sort of detail in there, which I assume you will as you mention interiors. Using a single texture atlas for an entire house would give you a very low texel density for something like a first-person game.

    You're going to want either a 512x512 or (ideally) 1024x1024 texture for every 4x4m section of wall, for example, and the simplest way to achieve that is with tiling textures, which means multiple materials/objects per house. The secondary advantage of this (other than higher quality textures) is that it encourages re-use of materials and modular meshes. If you don't need lightmapping, you can use the second UV channel for another "detail" texture that is mapped to a larger scale.
     
    Last edited: Sep 9, 2011
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