I think UV mapping should be illegal
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Efi (nap pet) 🦊💤 (efi@chitter.xyz)'s status on Monday, 10-Jun-2024 17:12:34 JST Efi (nap pet) 🦊💤 -
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SuperDicq (superdicq@minidisc.tokyo)'s status on Monday, 10-Jun-2024 17:12:32 JST SuperDicq @efi@chitter.xyz So you basically want all games to look like Runescape using flat color shaded triangles?
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SuperDicq (superdicq@minidisc.tokyo)'s status on Monday, 10-Jun-2024 17:22:42 JST SuperDicq @efi@chitter.xyz (assuming Blender here) I think UV Wrapping shouldn't be a lot of work. What you should do on your model is use the "mark seam" feature properly and the auto unwrapping feature should basically do 99% of the work for you.
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Efi (nap pet) 🦊💤 (efi@chitter.xyz)'s status on Monday, 10-Jun-2024 17:22:43 JST Efi (nap pet) 🦊💤 @SuperDicq no, I want textures to be applied in a way that doesn't hurt my brain
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SuperDicq (superdicq@minidisc.tokyo)'s status on Monday, 10-Jun-2024 17:24:04 JST SuperDicq @efi@chitter.xyz Depending on the complexity of your model "Smart UV Project" should also give decent results.
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SuperDicq (superdicq@minidisc.tokyo)'s status on Monday, 10-Jun-2024 17:29:40 JST SuperDicq @efi@chitter.xyz Honestly just pressing Just using "Smart UV Project" is actually totally fine if you don't need 100% optimized UV maps. You should only care about optimizing your texture resolution/detail if you're making textures for any real time rendering application (games) specifically.
After using "Smart UV Project" the model should be completely ready for texture painting. -
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SuperDicq (superdicq@minidisc.tokyo)'s status on Monday, 10-Jun-2024 17:42:54 JST SuperDicq @efi@chitter.xyz Hm yeah that complicates things
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Efi (nap pet) 🦊💤 (efi@chitter.xyz)'s status on Monday, 10-Jun-2024 17:42:56 JST Efi (nap pet) 🦊💤 @SuperDicq well, I know, the problem is I am making generative geometry with geonodes, so I have to map them by face corner to uv math instead of anything sane XD
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