We had a refresher on UV mapping which offered a more in depth and surprising guide to making good UV maps by practicing on a watering can. UV Mapping is usually represented by a square on a quadrant, and whatever image you give will be comvered in that quadrant. The better you retopologise your model, the better the UV Mapping will be and the easier it will be to UV unwrap it, as will the way you cut the UV map, as well.
The quadrant is cut up into Texels, which serve as the resolution for your UV Map. If the UV map is small and you increase the texture resolution to 4k in Blender, it will be taxing on the software, especially in games.
So think about the size of your UV shell, export your plane as is to substance, keeping it as a 1k texture, the default.. Bring in the resolution texture first, as it has a massive influence on how textures will behave on the rest of the model. Higher resolution textures will behave much better, and you can easily get a 2k texture that looks good without going up to 4k.
Textile resolution is very important for games, and it’s rendered in real time, so the GPU is constantly calling for those textures. This causes a lag and potentially crashes, so I have to think about how many textures I want to add and their resolution.
When it comes to UV mapping the watering can, you should keep it simple to avoid overcomplicating the UV map.
Retopology can make UV mapping very difficult and to remedy this, consider a clothes reference to look at the seams as a way to help.
When planning the UV maps. consider the following:
- Focus on the angle, making a couple of poses with your character to plan out the maps
- UV map the hair and keep the hair as separate meshes
- Keep the hair proportionate to the size of the model
- In games models have one single quadrant.
When mapping my watering can, I learned of an interesting way to create a sharp edge, marking sharp. this tells the UV map where to create a sharp edge, and I found that very useful to create parts of the map that give the illusion of being sharp.