UV Layouting
Last updated
Last updated
UV Layouting is one of the most important parts of creating designs for customuse. Your UV will be visible in the editor. Users rely on your UV when they customize their outfits and add images, so it's very important that the UV is clean and understandable for an average user.
"We need a UV layout with as few UV islands as possible, at least for the part of the model on which the image will be overlaid"
The image below shows a UV layout, which is unacceptable for our purposes
The UV layout must always be in the right shape.
In order for the image to always lay flat, clear, and without stretching, the UV must be flat, without distortion, and must be as close as possible as in the image below.
Images will be imposed on the model itself through the UV layout.
If there are other elements on the model, such as a hood or belt, these should be positioned properly too if possible, to leave the ability to paint them.
If the pocket is still too bulky, its UV island should be positioned where it is on the mesh
This is how UV layout of the headgear should look like (image below). In this case, the top part of the helmet is split into 2 UV islands, with all other details removed around the edges.
2. The next image is a mask with a UV layout. Note that here the front part has only one UV island, while the other elements such as the horns have their own UV islands and lie to the side.
"Every UV layout should be checked for pulls and other artefacts, and the best way to do this is to use a Checker texture"
In the image below, it is clearly visible that the model on the left has an incorrect UV layout, while the model on the right has a good UV layout.
The checker texture display will give you an idea of how the image will be overlaid on your model.