Cool technique, man. But what about exporting such a thing to UE4 or Unity? For instance, UE4 is very sensitive to the overlapping UV's and if you bake lightmaps in the engine - a lot of overlaps will end up black. The only option would be using unlit shaders. Or maybe there's some workaround?
There is a workaround on UE for that, you'd need a new UV map for that object your're trying to bake, in Unity i was able to use a texture atlas no problem, if i'm not mistaken Unity creates maps for lights and AO so there is no problem there, i was using URP if that changes anything on that front. Check this out, on this video they have this exact problem ua-cam.com/video/tQyeh-0AYOg/v-deo.html They create a new UV channel and bake into that, i'm not familiar with UE but the video seems good to understand. Thanks for watching man :D
@@michaeljentsch865 I keep the UVs fairly away from the edges, that usually fixes any bleeding I might have, notice on the timelapse how I overlap a bunch, that helps me to keep away from the edges of the texture and only use its center :)
With texture atlas there is an inherent problem: Reusability. You will end up putting same textures all into atlas multiple times, for different objects. You can't have great variation. Let's say you have a house that has rock walls, wooden floor, and perhaps some wooden planks and windows. It would be a waste not to reuse those textures. If you go for multiple textures per object, you will end up with more possibilities. 1. You can make same texture look different on different houses by using tilability. 2. Object will look more detailed with less space wasted than in an atlas. 3. It all comes down to restrictions and requirements. Its quite common to use a combination of both. It's even common to see atlas reuse for a totally different object. I have come to a conclusion that in some occasions, atlas is not the way to go: 1. Textures that will be certainly reused with different uvs. Tileable textures allow for such tricks. 2. Terrain - tileable all the way, preserves detail at low cost 3. House - will mostly consist of textures we can use outside the house as well. Modern graphics Apis allow for texture array and binding costs are negligible. There are so many ways to do things, I've found that baking roof textures out of tileable texture is not a good idea as it takes significant portion of the texture. Its best to be kept as a separate texture.
I agree, it all depends on what you need, say you want to just mock up a quick scene, a generic medieval atlas can help visualize that with a consistent pallet. If you're making a normal pc game, with good graphics and what not, this is probably not the way to go, but say you're making a mobile game where space counts a lot more, this can be useful
this obviously saves a lot in texture/memory space right? So I can create more complex scenes? I prefer not a low poly res but a reasonable amount for detail and use a texture atlas for more variety with metals, wood, decal, vehicles, etc. In theory should be less costly right?
Yeah, it uses less storage, and generally less materials since you can pack them togheter, look into compiled textures, the ones that gltf uses, they pack the Metallic, roughness in the rgb channels, so you have 1 texture that can be used in its rgb value to store diffent textures
2 weeks and i finally found this perfect thanks so much i was lost lol
No problem bro, good luck!
Yes, loved it. Thanks for sharing
Amazing vid bro! Your video helps me a lot
Thank you so much bro! very well explained.
No problem, I'm happy it helped, check out the other stuff on the channel, it might help :)
Great tutorial!!
Thanks, hope it was helpful!
👍👍👍
Cool technique, man. But what about exporting such a thing to UE4 or Unity? For instance, UE4 is very sensitive to the overlapping UV's and if you bake lightmaps in the engine - a lot of overlaps will end up black. The only option would be using unlit shaders. Or maybe there's some workaround?
There is a workaround on UE for that, you'd need a new UV map for that object your're trying to bake, in Unity i was able to use a texture atlas no problem, if i'm not mistaken Unity creates maps for lights and AO so there is no problem there, i was using URP if that changes anything on that front. Check this out, on this video they have this exact problem ua-cam.com/video/tQyeh-0AYOg/v-deo.html They create a new UV channel and bake into that, i'm not familiar with UE but the video seems good to understand. Thanks for watching man :D
@@kendarr But what did you regarding texture bleeding? That is the biggest issue i have with texture atlases :(
@@michaeljentsch865 I keep the UVs fairly away from the edges, that usually fixes any bleeding I might have, notice on the timelapse how I overlap a bunch, that helps me to keep away from the edges of the texture and only use its center :)
@@kendarr I see ! i have not thought about that. thx
With texture atlas there is an inherent problem:
Reusability. You will end up putting same textures all into atlas multiple times, for different objects.
You can't have great variation.
Let's say you have a house that has rock walls, wooden floor, and perhaps some wooden planks and windows.
It would be a waste not to reuse those textures.
If you go for multiple textures per object, you will end up with more possibilities.
1. You can make same texture look different on different houses by using tilability.
2. Object will look more detailed with less space wasted than in an atlas.
3. It all comes down to restrictions and requirements.
Its quite common to use a combination of both.
It's even common to see atlas reuse for a totally different object.
I have come to a conclusion that in some occasions, atlas is not the way to go:
1. Textures that will be certainly reused with different uvs. Tileable textures allow for such tricks.
2. Terrain - tileable all the way, preserves detail at low cost
3. House - will mostly consist of textures we can use outside the house as well.
Modern graphics Apis allow for texture array and binding costs are negligible.
There are so many ways to do things, I've found that baking roof textures out of tileable texture is not a good idea as it takes significant portion of the texture. Its best to be kept as a separate texture.
I agree, it all depends on what you need, say you want to just mock up a quick scene, a generic medieval atlas can help visualize that with a consistent pallet.
If you're making a normal pc game, with good graphics and what not, this is probably not the way to go, but say you're making a mobile game where space counts a lot more, this can be useful
Amazin'!
Thank you, I hope it helped you!
this obviously saves a lot in texture/memory space right?
So I can create more complex scenes?
I prefer not a low poly res but a reasonable amount for detail and use a texture atlas for more variety with metals, wood, decal, vehicles, etc.
In theory should be less costly right?
Yeah, it uses less storage, and generally less materials since you can pack them togheter, look into compiled textures, the ones that gltf uses, they pack the Metallic, roughness in the rgb channels, so you have 1 texture that can be used in its rgb value to store diffent textures