UV unwrapping is a critical process for mapping 2D textures onto 3D models. Following best practices for UV layout will ensure your textures display correctly and without distortions, improving visual quality and ease of editing.
Multiple UV channels allow for complex texturing needs, like separate maps for color and masking effects.
Use Multiple UVs for different baking setups. Note that accessing different UVs requires shader-specific settings. While we don’t provide custom support for multiple UV shader needs, it can be accommodated if required by your project.
Main Map and ID Map.
In certain cases, we use two additional UV maps: one to display the base color data and another to enable a shader that provides an alpha mask to the upper section of a mesh, particularly when layering clothing overlays.
UV Base Map.
The base map serves as the primary layout, typically for general surface texturing.
ID Base Map.
The ID map is used for isolating or masking specific areas, such as for defining regions where color changes or transparency is applied.
Follow the same layout and spacing guidelines as the body UVs for smooth integration. Keeping accessories aligned ensures they deform correctly with the character’s movements.
Accurate alignment simplifies debugging and ensures seamless integration of clothing and accessories with the character’s body.
The UV layout should reflect the base mesh geometry to ensure optimal deformation when the mesh is rigged.
Tutorial on conforming layer assets and maintaining geometry alignment with the body for improved deformation in Layered Assets.