nitreug opened this issue on Aug 25, 2001 ยท 50 posts
MallenLane posted Sun, 26 August 2001 at 3:14 PM
Mapping every surface individually is no longer industry standard btw. The majority of mapping for games and film work are UV-mapped in a spread out manner, all on one sheet for all the surfaces of the model. Sometimes in two sheets to maintain 256x256 texture map sizes in games. This allows the most accurate application of details that are sized properly using the fewest amount of texture files. Esp. important in games where texture memory is in short supply. Its also important for 3D Paint programs to function properly where you are painting across the model as if it were a minature. Most film companies have moved to that sort of texturing system. If you look at the articles on Final Fantasy the Movie that show screens of the textures used, you will see that they indeed do that. The main reason mapping individually for every surface was the standard before was because UV mapping was in its infancy. Not many people understood how to do it properly, and that's still the case overall. Companies all over are looking for compentant UV mappers lately.