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Okay, let's talk about how to keep the same size of the UV island across different UV
tiles or different materials, okay? So, this is the hard task and you need to tweak the
parameters and play with the UV pack and this stuff. And for this, I need to explain you
something before starting. You need to know how to unwrap and how to manage your UV island
and these kind of fundamental things about the UV. And this is your side, okay? The tool
does not matter. I mean, it's not mandatory to use Reason Lab. You can use any tool that
you want. I'm here just to explain you the concept.
the core concept of this method. Okay, so let's go. For this part, okay, I'm going to select the
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material here with this window from this icon. Okay, so in here I select the whole body. Okay,
and the UV islands, they are like this. It's okay. They are so small, they could be some
problematic in Substance Painter when you are creating mask or textures. Okay, but it's okay,
you can use it. But the ideal situation is to keep your UV island big and avoid this kind of
small UV island. Okay, so for this matter,
we have two different method or two different theory here. Okay, the first one is create
separate UV tile with detaching or giving different material for a different part of the model.
Okay, so we do that in the leg and fan, we do that in a screw and fans. So we use this technique,
okay, but for the body, I want to use UDIMs because when we are texturing in Substance Painter,
when we work on the body, we need to keep all the data in the same texture set. Okay, so we are
going to use UDIMs and how we can create UDIMs in Reason Lab. In the UDIM tab, we can increase
the UV tile.
Let's click on Pack and it's going to pack all the UV islands in different UV sets.
Let's see what is the scale of this UV island.
It's very important to know when you use this Pack icon here,
or especially when you use Pack in every UV editor in any software,
when you click on Pack,
the default option is to keep the size at the same level,
the same size in each UV tile.
It's not going to happen like this.
I'm going to click Pack.
And every UV island, in every UV tile, they are going to have the same size.
OK? So, what is the UV size here? It's 8.2.
This is the texel density amount, or number. OK?
And what about the second tile? OK? It's totally different.
And what about the third one, like this? OK? It's totally different.
And what about the other UV island in the same tile?
It's OK. They have the same size. OK?
So, how we can manage this, for example, this UV island here, different UV tile,
but we need...
the same UV size, because, okay, the difference is very small, I agree with that, but when
you are working on a hero game, as I said, it's very important to have the same texel
density on the model, especially on the part that we are going to see a lot, okay?
So this is the body part, it's the main part that we are going to see, so it's very important
to keep the same size of the UV island, or same texel density, okay?
So, how we can do that?
Okay, for the first action, I'm going to hide this section, as we discussed before, we don't
need to give much space for this part, because it's going to have black...
...and solid color, it's not a big deal, and for these elements here, you can hide them, because they are too big and too long for being in the packing process.
Ok, so let's go and select all the elements here, ok, like this, and I'm going to use this option here, it's like Select Elements in 3ds Max, or Link Surface in Blender, for example.
And let's select all the elements here, before selecting this icon, ok, we just select this UV island, but when we select this, the whole model is going to be selected.
Let's hide this too, ok, that's fine, and let's turn on the Orientation Optimization,
it means when we are packing, we can rotate the UV island 90 degree to fill up more space
in the UV space, ok, so, as you can see, they are going to be like in the V direction, ok,
I can go to H direction and pack again, and everything is going to be different, ok, but
when we use V and 90, it means, ok, the main direction is vertical in the UV space, but
you can rotate the UV island 90 degree to fill up the space, ok, so the main logic here
is like this.
So, let's cancel this process, ok, as you can see the orientation is totally different
from the first one, ok, and let's V 90, and it's ok, and when you click on this UV island
and choose the texel density drop here, you can see 8.2, ok, for the second one is 7.6,
and for the third one is 8.3. So, we can go for the 8 number in the texel density, and
let's talk about the texel density number, which is, which one is good, ok, the 7, the
8, the 9, the 20, the 1, which one, ok, it's totally related to the map size, and the scale
of your model.
Ok, so, we modelled this air conditioner, ok, on the scale and the real world size,
so the size is ok, it's not too small, it's not too big, that's it, and we are going to
choose 1K or 1024 for the map res, ok, 1024, ok, this is the map size number, and for the
texel density, if we are going to use centimetre, the high goal, the high amount is the 10.24.
Higher than this amount, it's good. We reach the maximum texel density,
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and beyond that, it's okay. So we are in a good stage, right? But lower than this,
it means when you export the 1k resolution texture from Substance Painter, for example,
you just get this quality, okay? 512. So, this number, it means which quality that we are going
to get. 1, 1, it means if you export 1k texture from Substance Painter, you get 1k quality on
the surface.
compared to the size of your model and the texture that you export.
Okay, if you are going to make it higher, the quality is higher, it's okay,
and when you get the lower number, for example 8, it's like, okay, the quality is 800 pixel,
800 pixel. Okay, so we need to close the texel density to this number. We need to move to the 10.
Okay, so the 8 is good number here, actually, because the 1k or 10.24, it's too big.
We need to increase the UV tiles to something like 4 or 5. Okay, so.
This is the main logic here. And,
let's give the number 8 to the textile density target,
and we want to keep this number on all UV islands here. So, how we can do that?
In the ReZoom, we are going to change the initial scale to textile density, okay,
and the scale optimization range, it should be off, okay, in both options here.
So, what's happening here? When we click on the pack, it's going to pack all the UV islands
across all the UV tiles, okay, with the optimization degree 90. It means
it's going to rotate each UV island 90 degrees for optimization and giving full space.
And for the scale size, the text cell density is going to the boss here, okay,
which we select 8, okay, and there is no optimization on the scale section.
So it means, okay, we are going to pack all the UV island, the rotation is going to be optimized,
and it's okay. And for the scale, we just keep looking at the text cell density target.
So when we pack again, it's going to be like this, we should wait for about a minute.
Okay, it's done. And it's okay, as you can see.
The first UV tile is fill up.
Very good.
Let's see, what is the texel density?
It's eight.
The second one is fill up.
And let's see, what is the texel density?
Yeah, it's eight.
And the third one is not good actually,
because we have a lot of free space here.
So let's see what we have in the texel density.
And yeah, it's eight.
So everything is worked perfectly,
but the missing part is the eight
is not a good number for us.
We need to change it, okay?
So let's go for the nine.
And we can pack again and see what's happened here, okay?
After finishing the packing process,
as you can see, all the UV island in the...
tree UV tile, they are fixed, but there is something here, there is some left over.
So what does it mean?
It means the 9 is big for this packing, so we need to keep the number a little lower
between 8, which is good, but there is some free space, and between 8 to 9, which is too big.
So let's go for the 8.5.
So it should be a right number here.
So before clicking on pack, let me explain you something else.
In the packing properties, we have accuracy and iteration.
You need to set accuracy on the ultra, because we need ultra-accuracy in the packing.
Okay, it's very important to fill up every space, every possible arrangement in the space,
to fill up the maximum uv-tie spaces. So, and for the iteration, it means
you are going to calculate the packing arrangement, packing properties, packing data for two times,
and after that the software is going to select which is better. Okay, so when you find the right
number, for example in here, 8.5 is okay. Okay, and we need to change the accuracy to ultra.
You can do it with the normal in the, for example, testing process.
But for the final packing, you need to put this in an ultra.
And for the iteration, at least you need four times.
Okay, so, ultra four, the scale should be on texel density,
scale optimization range should be off,
and orientation optimization should be on 90.
So, let's go for the packing process and see what happens after that.
Okay, now it's the final.
And as you can see, we have the same texel density
in each utyle, in the udim section.
Okay, so, everything is okay, but we hide some parts from the model.
So, let's go.
Show on the model. I'm going to select again the body material here, and let's isolate this part.
Okay, and this is a section that we need to figure out how to put it in the UV tiles.
Okay, and let's select again.
this element in the back.
So, they are not so important.
So,
ok, let's select all the elements
here, I'm going to put it
outside from the UV type.
You can use Shift and the arrow key on the keyboard
for moving a UV island
each tile, for example one tile left, one tile right,
top or down. Ok, this is the
missing part, I'm beginning to fill
this UV island here in the third one.
Ok, so, let's press
F5 to go to the transform, and let's
put them here, ok.
And let's select this and put it here, ok, and let's control Z, I'm going to deselect
this one, ok, and this one, so, this is the part that we are going to put in here.
But when we press pack, it's going to distribute all UV islands here in three different UV
time, and we don't want that, ok.
So we need to turn off the distribute option here in the packing properties, and we need
to move this part here, let's press Q to go to the select mode, and, ok, let's go to the
Let's pack. And when you want to pack this UV island here, you can see, oh, there is
a problem, because we are going to keep the same texel density, and there is no space
for that. So, this element, they are not important for us, because they are too small, they are
in the back, so we can change the texel density here for this part, ok? So how we can do that?
To keep the texel density high, and fit inside the UV island. Ok, so for this, let's go back
and move out this UV island here, ok? And let's change the initial scale to keep average,
the scale optimization to the full, ok?
And let's go back here and put it again here,
and let's click on the pack. So, as you can see,
it's going to be fit in the empty space here,
like this. So we are ok, we are good to go, that's it. And
for this part you can do it again with the same technique.
So, that's it. Ok, let's see the other part, ok? I'm going
to select the screw and the fence, let's
isolate that, and select this part, ok? And let's see
what is the pixel density target, it's 8.5, it's ok,
for this small part, 8.5.
And yeah, I'm good with that. The result is okay. And that's it. So,
this is the way that we can keep the same pixel density, or in the other word,
the same size for a UV island, or same checker size on the surface
from different material to different material, and UV tile to UV tile. Okay, so that's it. This
is the way that we can do it in Resolve UV Lab. You can do this same concept in the Blender,
the 3ds Max, or any other tools that you are going to use. Okay, but the Resolve UV Lab,
it's very good, very efficient in the UV and Unwrap area.
So, let's go for the texturing part inside Substance Painter.
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