UVs are often shrouded in mystery, or simply an afterthought to many 3D artists and game developers. Not only are UVs essential to texturing 3D models in Unity, UVs are required for Real-Time and Baked Global Illumination(Lightmapping). Unbeknownst to many, UVs may also have a profound influence on runtime performance and an artist’s iteration cycles.
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[image title=”Good UVs” caption=”Good UVs”]http://vermontdigitalarts.com/wp-content/uploads/2016/01/Elliott-Mitchell-Good-UV-2016.png[/image]
[image title=”Bad UVs” caption=”Bad UVs”]http://vermontdigitalarts.com/wp-content/uploads/2016/01/Elliott-Mitchell-Bad-UV-2016.png[/image]
[image title=”Ugly UVs” caption=”Ugly UVs”]http://vermontdigitalarts.com/wp-content/uploads/2016/01/Elliott-Mitchell-Ugly-UV-2016.png[/image]
Earlier this month, Elliott Mitchell (co-founder of Vermont Digital Arts) delivered a quick ten minute lightning talk on the subject of UVs at the Boston Unity Group. His presentation is a high level overview of UVs for the given truncated format.
Keep an eye out for a more fleshed out talk on UVs in the near future. There is so much more to cover. Here is a link to Elliott’s slides.