#UV wrapping for modular pieces

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lucid cobalt
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Hello, I'm trying to make a modular realistic low poly house, but I don't know how to make them be aligned in terms of UV. Does anyone know how to align them properly without much faff?

lethal ledge
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You'd want a fixed Texel density with a common alignment

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Or use world space projection

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You can project from view in blender which may help get you started then you can also pin verts to keep them from my moving once you get what you want

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There are also tools that can help you straighten, rectify, or align stuff

wise osprey
# lethal ledge You'd want a fixed Texel density with a common alignment

I agree, you must think of a texel ratio 1st, and you'll have to think of your textures before creating your modules if you want to use trim sheet textures. To create your modules, I suggest you use a grid ( by 10cm for ex, it's also the default parameter to move objects in Unreal) and work with snapping on grid points.

lethal ledge
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Yeah, Ubisoft wrote about figuring out your module scale in their GDC talk on assassins creed syndicate

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and I think Bethesda for Fallout 4 also did a talk on modular stuff

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But yeah if you're doing trim sheets check out the ...

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#871798036727201812 message

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check out these links I posted here

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Maybe this will help you

lucid cobalt
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Thank you guys, but I ended up using triplanar nodes in UE material graph, it does the job

lethal ledge
lucid cobalt
lethal ledge
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Not sure, it's basically the number of texture samplers

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default triplanar needs 3 texture samples per texture

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This can do it in with one sampler at the expense of smooth interpolation (instead it uses dithering which is probably fine for your use since you look like you got mostly right angles)