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Post by numbsim on Nov 1, 2022 8:20:59 GMT -5
Hi everybody! I decided to try and make a (farmhouse-ish) counter, so I checked an EA basegame counter in order to understand how it's made and... madness! Now I've got tons of questions about counters, so this will be a long post. First, what really bothers me is how the UV layout looks like compared to the actual diffuse texture. I don't understand WHY is there so much space left in the counter's uv layout! I checked also on the counters from creators like harrie and peacemaker and it was the same... I feel like the counters contradict everything I knew about ts4 meshing (I know little, but I'm learning). To make you understand what I mean: 1) the counter:2) the counter top:3) comparison with a random table:
Second, some uv islands of the counter top are outside the uv layout (see the image below). I vaguely know that this is done in order to make the texture repeat itself, but I don't understand the use of it on the sides of the counter... And also these island obviously did not appar on the exported uv layout that I applied on the diffuse texture (image 4): where did they go and what texture is applied on them? Lastly, I wonder how to make the counters seamless, or at least the counter tops... Basically, that's it. If you're willing to help me, it would be great. You can also message me if you want or maybe post a helpful tutorial (or a dozen of them) so I can learn. Thank you everybody in advance!
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Post by simmerish20 on Nov 1, 2022 11:38:01 GMT -5
I'd imagine all the unused space is for the UVmapping of all the extra counter and upper cabinet variations. They've mapped them on the same map, probably to to allow for some variety in the texture (it doesn't look so nice when the same lines repeat all over the place), but at the same time texture-reference them somewhere in the game files using only one/two textures per recolor.
Tables usually only have one variant, so those can use the whole map.
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Post by numbsim on Nov 2, 2022 7:44:35 GMT -5
I'd imagine all the unused space is for the UVmapping of all the extra counter and upper cabinet variations. They've mapped them on the same map, probably to to allow for some variety in the texture (it doesn't look so nice when the same lines repeat all over the place), but at the same time texture-reference them somewhere in the game files using only one/two textures per recolor. Tables usually only have one variant, so those can use the whole map. Thank you!! Now I see, don't know why I didn't look at all the meshes right from the beginning... This is how the uv islands of the first 5 meshes look like over the diffuse texture of the counter: Some parts also overlap. The other 5 meshes are mapped outside the uv layout instead...
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