I've realised that the way i have been UVing is still too inefficient; there are still too many spaces and too many objects that could be doubled up are taking up UV space which i could be using to increase the size of the important UVs for better resolution.
Here is the latest and final UV update. I also baked an ambient occlusion map for use as shadows etc. I removed any and all overlapping UVs before the bake, did the bake, and then put the overlapping UVs back. I did this because it allowed for the tilling or overlapping UVs to get an ambient occlusion without corrupting the results (which overlapping UVs tend to do if left on on top of each other during a bake).
 |
| Final UV output |
 |
Ambient Occlusion bake
You'll notice that there is a large empty black area at the top left of the ambient occlusion image; this is for the perspex / glass that I have on my model, i removed their UVs for the AO bake because they will be alpha'd (made transparent) and so need no AO applied to them.
|
No comments:
Post a Comment