In the asset pipeline, UVs are often considered boring and receive little attention. However, neglecting these steps can lead to serious technical problems later on.
For this reason, we have written the following article. You will understand a few concepts that will help you save time in the future and make a good overall impression on your colleagues. Please note that this workflow is mainly for VFX work, but some of these concepts can also be applied to games.
The techniques presented here have been learned in practice, and of course you may not agree with some of them. If you would like to tell us something in this regard, please send us an e-mail to email@example.com
Why good UVs are so important?
UV mapping tasks vary from company to company. Some studios have the modellers and others the texture artists.
If you are a modeller, it is important to understand how annoying it is for a texture artist to receive bad UVs. The UVs should be well organized, otherwise you run the risk of wasting too much time on this task.
If you are the texture artist and are not busy with the task of unpacking, you should often communicate with the modeller who is responsible for the UVs. Before tracking a new task, be sure to notify the modeler of your intention beforehand.
Good UVs save money and time. If the UVs are perfectly designed when working on the assets, the modeler has done a good job.