Noob Question about UV's

so yeah, as title proposes this might be a somewhat stupid question but anyhow,

Im mainly a coder guy with some Photoshop and video editing background so i dont really know about 3d UV maps,
i have friends and other people to do that.

It’s not a huge problem or anything, i was just playing around with some random FBX models when this came up, none of my friends happens to be online at the moment, so i figured i just ask you people, is there a “quick fix” for this? do i even need to care since modelling isn’t what im doing? and if there is no quick fix, can someone try to put what happend here, in terms i can understand (not the 3d language im always failing to understand when my friend speaks)

simply put i propably just dont really understand UV channels

Here’s a picture with both of my UV channels and settings, there seems to be something quite out of place there.
Im not a 3d person but i can say that Channel 0 looks somewhat blown up, and i can totally understand it’s overlapping itself.

Hi Clonez,

With regards with UVs. I’ll cover the Lightmap UV (Channel 1) and then backtrack to the texture UV (Channel 0).

With Channel 1, the lightmap, it’s imperative that there be no overlapping faces. When lighting is built this will be representative of a baked texture to handle all the shadow and light information for the mesh. If there are overlapping faces, this can lead to light/shadow being projected onto faces that is not correct.

With Channel 0, the texture UV it’s okay to use overlapping faces. A lot of this will come down to Material IDs, using masks in the material, or UV islands that use the same part of the texture for whatever reason.

To give you an idea about material IDs, this is a way of having two or more materials using the same UV space with overlapping faces, but using the full resolution of the UV space. Think about it this way. If I have a cube with 6 sides and I setup each single sided face to use the entirety of the UV space I would only be able to use a single material. All the faces would be the same color. However, if I assign a different material ID to each face in a modeling application I can use all that same space, overlap the UVs, and have 6 different colored textures that represent each face.

I can see in your desk that there is two materials, so there are essentially two material ids. 1 is more than likely the wood material for the desk and the knobs. The second material is probably multiple textures that comprise all the objects on the desk.

This is common for things to be this way for the texture UV.

If you have any other questions or I wasn’t clear enough feel free to ask and I can set up some examples to better explain. :slight_smile:

Tim