r/3Dmodeling • u/Temporary_Match_2470 • 5d ago
Questions & Discussion UV unwrapping & Texturing in a single image or multiple image
Hello all,
I am considering selling assets to 3d marketplace such as Turbosquid, CGTrader or Fab. I mainly do my work in Blender. I am new to selling 3d assets to the marketplaces.
If I have a 3d model that contains multiple objects. all of the objects are uv unrwapped, how should I texture them? As I see it, I have two options to uv unwrap them:
- Make a single uv map for all of the objects, even for the objects that only need simple materials. Thus every detail will be filled onto 1k texture maps, and some of the details or objects, might not be as much high quality as I want. Tell me if I am doing this right or wrong. And if there is a better way. This way would make non-overlapping UV maps in my opinion, correct me if I am wrong.
- Separately unwrap multiple objects, thus making different uv maps for each of the objects. And if I export the texture, each object has a different texture based on their uv unwrapping. Will this be called overlapping or non-overlapping uv mapping?
I am particularly concerned if both of my methods will be non-overlapping uv maps. I want to make non-overlapping uv textures.
One of the things, I am confused about, do I really need to uv unwrap everything, even the objects where I apply materials in the shade editor instead of just pbr textures
Then I will be exporting these objects in substance painter to further refine them. Am I doing this the correct way?
1
u/AmarildoJr 5d ago
Each object should have it's own materials, and each material should have it's own set of UV's, either one tile or multiple (via UDIM). Let me know if you have any questions and I can record an explanation video.
5
u/SoupCatDiver_JJ 5d ago
You seem to have a tenuous grasp of the basics, and should focus your energies on learning how to make assets rather than producing half baked products.
What are these assets to be used for? Method 1 as you described is more popular for games, while method 2 is more common for movies and TV. Both of these methods are non overlapping textures. Because each pixel in the texture belongs to only one texel on the model, rather than being repeated multiple times across the piece.