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I was wondering is it because of the UV density on the building not high enough that it cause this when I wanted to paint it in substance painter, Does anybody know how to fix it? Been trying all sorts of ways alr but none of them work. Here's the Maya file if can help me take a look at it.
https://drive.google.com/drive/folders/10L3qEaTZjbYbBFZut7f-hGdT1vRrdrAU?usp=sharing
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Hi Marvin,
Thanks for the question.
To keep a good and consistent resolution between all your models, there are several things to think about.
First of all, there is obviously the UV map resolution. This is where you choose how many pixels will define your map. The bigger your resolution (512, 1024, etc.), the bigger your map, therefore more space, so more pixels to build the textures.
image from https://forum.game-guru.com/thread/222504
Then, there are also the UV islands. If some parts of your model have really small UV islands, it will be difficult to obtain enough pixels in order to get a decent result.
This is something we frequently see with the Smart UV Project from Blender. Honestly, it is a great tool, but not used correctly, you can end up with many tiny UV islands, which will greatly reduce the definition due to all the margins between each island.
image from https://blenderartists.org/t/smart-uv-project-too-small-for-baking/587173
On the same subject, it is important to avoid (as much as possible) empty spaces in your UV map. Basically, unused spaces in the map are wasted resolution. E.g. from one of your texture set, you have around three 512x512 maps unused, which correspond to 786,432 pixels.
Finally, I'd advise you to watch the Texel density to ensure a cohesive resolution between your models.
To make it simple, if the size of your UVs are not proportional between each other, you'll end up with inconsistencies that can end up really visible.
To be honest, I think the Texel Density is the main texture issue in the project, so make sure to keep it cohesive.
Let me know if this helps.