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[UV mapping] Whats the best way to UV a huge building?
show user profile  ShurikenUK
EZ, I've been starting to think about how I might approach mapping some of my futuristic buildings. I have 12 of them now, but the problem is, most of them are HUGE (well, relatively anyway), and I know that you dont get a huge amount of space in the UV mapping grid. From what I've read and watched on youtube, I realise you can overlap "islands" that are identical to eachother, which is cool and I'll be doing that from now on. However I want the textures to be nice crisp hi-res materials, and each building will probably be made of many different "islands" when I map them, so the only other ways I can think of are to make one ultra high-res UV map for each building. I still doubt that would work though, because I've added a lot of detail to a few of them (all of them will be highly detailed in the end), meaning that when I've mapped all the large flat surfaces (bare walls with no physical details, roofs etc), I'll still need a lot of UV room for things like the balconies, windows, doors, door/window frames etc (one of the buildings even has a partial interior).

Maybe I'd have to make a few maps for each building, but I dont know how to do that yet, everything I've done so far only has one textured UV map for the materials, and a non-textured map for the lightmap. Ideally I'd REALLY like to make these buildings look intricately textured, so you can still see crisp details even when your standing next to them (no blurring or pixellation), but another problem I'm afraid I might run into is making LOD's for these buildings, which is kind of worrying me since I dont know if you have to make LODS by hand, or the SDK does it. If its done by hand, then I might be screwed in terms of SOME of the buildings. The way I made most of them was to get the basic shape, then copied it and added more detail to the copy, then just repeated the process, but for some of them, I forgot to do the copying thing...

If you want, I can provide screenshots of the buildings so you have an idea of what I might need to do.

Hope to hear from some 3D masterminds soon, thanks!
read 361 times
11/7/2011 8:36:49 PM (last edit: 11/7/2011 8:36:49 PM)
show user profile  Garp
Give several parts different material IDs and give them each their own material/texture/mapping.

read 353 times
11/7/2011 8:42:36 PM (last edit: 11/7/2011 8:42:36 PM)
show user profile  ShurikenUK
Thanks man, I'll look into that!
read 334 times
11/8/2011 12:14:26 AM (last edit: 11/8/2011 12:14:26 AM)
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