

And that they will cut and unwrap everything you throw at them, regardless of size or complexity. One thing to remember when you use autoseams when in Edge Selection Mode (F2), is that they are algorithms.

Use autoseams per mesh group, not per mesh.Also try running an optimise rather than an unwrap on your new cut shape, as its gentler on the shape you want to keep Press C and your selection will be cut and ready to be unwrapped. Adjust the sliders in the menu until the white selection covers the shape you want to select and cut. Simply place your mouse pointer over the area you need to select. The magic Wand, found in the settings menu on the right (or left, depending on your settings, helps you with that. And here is why:Įven though the autoseam algorithms are very powerful, you sometimes still need to cut by hand for the best unwraps, or to have your unwraps in specific shapes. Also see if UDIMS are a way to go for you, especially now that even UnReal supports them (which means the other game engines won’t be far behind).Ĭirstyn on the Rizom -Lab team often speaks about the Magic Wand in Polygon Select Mode (F3) being Rizom’s unsung hero. If you have to stack and flip, make sure to use an FBX export with tangents and binormals checked. Even though stacked and flipped UVs can boost your unwrapping speed and save you UV mapping time, the speed can come at a price: With these, you also run the risk of weird lighting a rtefacts, lighting seams and normal issues when doing this. Įspecially if you’re unwrapping for use outside a game-engine, be cautious with flipping islands and stacking them, especially if you’re mapping on a single UV tile rather than a set of UDIMs. Which again calls for you to do the work, as tidying your mesh as you go can yield baking, timesaving and UV mapping benefits, as it'll steer you clear of tasks like leftover poly- cleanup on edges, too many deleted poly-fixes, and tidying unclean edges. This will render as a corner or an edge, and this edge will need to be separated come UV mapping time to avoid baking artefacts. You could say it’s a sort of pseudo subdivision surface where, if two polygons or more share an edge and are members of the same smoothing group, they will render as a smooth surface. Use it.Ī smoothing group’s function is to make your model appear smoother without adding polys to the mesh. You can calculate how much edge padding your islands need by multiplying by 2:įor non-game engine renderers, a few pixels are often enough to avoid texture-bleed and normal mapping artefacts when baking, and almost all UV mappers have functionality for this. To avoid this, you add padding to the UV shells when unwrapping to enable whoever is texturing the model to add a "padded" edge with the same colours when texturing to avoid this from happening. This can cause different colours around your island seams if the colours of the textured shell and the background are different.

When a game engine renders a texture sheet on a model, it will downsample (reduce) the texture to render it. If you're creating a game model, don't forget to keep an eye on your cuts as well, as every cut means a doubled vertice count or that part in-engineĪ good UV map also has an edge-margin and shell-padding, especially for game engines. If you are doing hard edge models, remember to add supporting geometry around edges, as texture tends to spread around edges – the extra geometry will prevent that, and also save you the calculation cost of a triplanar.

Once exported these will help you stay organised from UV to bake to final render Also m ake your selection and texturing life easier by creating mesh, material and/or smoothing groups. Not only will the latter add to your render overhead in a game engine, they are also time sinks in terms of wild goose chases trying to find where they belong. This means no ngons, loose cuts, polys or verts. This includes ensuring your geometry is clean.
