Jesse Davis (jdavis88)

8 replies · posted

My First Game: How many UV layouts should I create?

I'm in the process of creating my own video game using the skills I've learned from CGCookie. I have no formal education in video game development. Please excuse my lack of knowledge, everything I know involving video game development I've picked up from CGCookie, Youtube or some random corner of the internet. 

I imagine this will be the first of many questions. 

I know how to UV unwrap models and lay them out in the UV editor. I'm conscious to conserve space and pack the UV's as tightly as possible while considering pixel density. 

What I'd like to know (on average) is how many maps should I layout? I would imagine most video games need to use more than one UV map for their game assets. For a one-man dev team, how many UV maps should I use? Roughly... ballpark? 

Thanks

-Jesse

  • Did my question make sense? 

  • Yeah it doesn't make sense, you want untextured  uncolored game assets?  why?

     At the very least there should be one UV map for each model,  not every object is going to need baked in normals or bump/height maps, Are you planning to have the shader material be a replacement? even then that requires unwraping and I'm not sure how easily that transfers.

  • My apologies for the confusion. Of course, I want to have colored and textured game assets. 

    I have modeled every item in the game. Now, I'm beginning the process of unwrapping the models and laying them out in UV space. I'm wondering how liberal or conservative should I be with UV space? What would be considered too many UV maps? 


  • The bigger the area on the uv the more pixels and thus detail are applied, unless your messing around with Udim but that a different fish entirely. 

    Application again is key, what parts need to be viewed up close if any? is this going for realism? what are the requirements of the device?   

    The shader can replicate what it will look like. but then again there is a wide gap in application, a top down mobile strategy game is going to rely more on simple shapes and colors viewed at a distance while one of those find the x puzzle/adventure games are all about up close intricate set pieces.

  • The game I'm developing is a First-Person puzzle/adventure game with a heavy emphasis on manipulating small objects. Therefore, I want to have as much detail as I can. This game is being designed to run on a PC. Being my first game I didn't want to have to deal with the limitations of a console or mobile. 

    I knew when I asked this question that the response was likely to be "it depends". And for me, this process will include a lot of "try it out, see if it works, if it doesn't, figure out why and adjust". 

    Thank you for the advice. 

  • Would it be more accurate to ask “how many textures should my game have?”

    • I dont think there is a definitive answer for that, its more the less the better without sacrificing visual quality.  So if you have a larger model, it can have one texture set and if you have a bunch of tiny models you should create one texture atlas for them instead of giving each model an individual texture set.


      Ideally models should have consistent texel density based on how far from the player they are. Objects that are viewed really up close need more texel density than objects in the background. Check out this for more detail: https://www.artstation.com/artwork/qbOqP 

    • Tomas Plasil. 

      Thank you so much for that link! I immediately downloaded the PDF. It was quite informative!