View Full Version : UV Texture packing

06-05-2013, 08:54 AM
The question isn't really so much LW related, but in the following thread I noticed the texture map this guy created, I am stumped out how one got the texture space utilization down so well, it must be about 95% with this piece.

Is there some app the manages this effectively, all the apps I tried only get about 70% on the average, if you want better you usually have to tweak it manually by hand and even then what he did blows my mind. It's like someone clicked a button that generated the UV to fix the texture space almost perfectly.


06-05-2013, 12:54 PM
Most of the time you just want to make sure the texel to 3D is correct. Then yes then move the islands by hand after a packing UV tool without scaling, just move and rotate.. Out of most tools out there on the market I still think that PLG (Chart plugin) for Lightwave has the best UV packing, and it's free. Gets closer than most commercial packages. Functions like being able to PIN points and remap the UV's based on the pins (make_UV) or define edge lines for UV cutting (make_UV_Edit) are very powerful functions. Make sure you read the summaries, they are short but hold key information. http://www.lwplugindb.com/plugin/plg-tools/

As for the model, it is some phenomenal work. Breaking it up into two different UV's, Head and Body, allows better control of the detail in texturing.. No doubt he did a great job knowing personally how Maya UV tools are.

06-05-2013, 03:37 PM
yep, PLG pack UV maybe...


06-05-2013, 04:56 PM
From my humble experience the packing going on there must be around 85% at most. We don't see the actual UV Layout and there must be a border.

Here is a UV Layout from a model I've done some time ago. It's covering 77% with PLG. (It's quite messy but responded to technical matters)

I'm also a big enthusiast of Seamfull UVs (were every polygon is a UV Island) for skipping UV Layouts and go directly to Painting. Similar approach of Zbrush Tiles, but actually with the shape of the polygon, relaxed to SubD. Now, PLG chokes on these, especially with big Gap Size values, so I use Blender's packing that takes only a second to pack and quite well.

(Unwrap, Shape of the polygon, Blender Lightmap Script, Polygons shaped to the closest rectangular form.)