{"id":7996,"date":"2019-10-27T21:01:03","date_gmt":"2019-10-27T21:01:03","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=7996"},"modified":"2019-10-27T21:01:03","modified_gmt":"2019-10-27T21:01:03","slug":"p0-a5-part-645-debugging-new-features","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p0-a5-part-645-debugging-new-features\/","title":{"rendered":"P0-A5: Part 645: Debugging, New Features"},"content":{"rendered":"<p>I have been working on texturing concept for large objects.<\/p>\n<p>One of the issues with my project is that the ship objects are far too large to be textured with a single UV set, but splitting them up into multiple objects causes seaming and gaps.<\/p>\n<p>I have figured out how to use UDIM texture tiles in substance painter, which seems to alleviate this problem.<\/p>\n<p>There are still some minor seams, and some issues, but this workflow should result in higher quality textures overall.<\/p>\n<p><a href=\"https:\/\/imgur.com\/QK9nT4T\"><img decoding=\"async\" src=\"https:\/\/i.imgur.com\/QK9nT4Tm.png\" title=\"source: imgur.com\" \/><\/a><br \/>\n<a href=\"https:\/\/imgur.com\/C6aByFA\"><img decoding=\"async\" src=\"https:\/\/i.imgur.com\/C6aByFAm.png\" title=\"source: imgur.com\" \/><\/a><br \/>\n<a href=\"https:\/\/imgur.com\/Oe5vycC\"><img decoding=\"async\" src=\"https:\/\/i.imgur.com\/Oe5vycCm.png\" title=\"source: imgur.com\" \/><\/a><br \/>\n<a href=\"https:\/\/imgur.com\/tBlDYFZ\"><img decoding=\"async\" src=\"https:\/\/i.imgur.com\/tBlDYFZm.png\" title=\"source: imgur.com\" \/><\/a><br \/>\n<a href=\"https:\/\/imgur.com\/QTaucsO\"><img decoding=\"async\" src=\"https:\/\/i.imgur.com\/QTaucsOm.png\" title=\"source: imgur.com\" \/><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have been working on texturing concept for large objects. One of the issues with my project is that the ship objects are far too large to be textured with a single UV set, but splitting them up into multiple objects causes seaming and gaps. I have figured out how to use UDIM texture tiles [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,20,10,11],"tags":[],"class_list":["post-7996","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","category-p0_a5","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/7996"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=7996"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/7996\/revisions"}],"predecessor-version":[{"id":7998,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/7996\/revisions\/7998"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=7996"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=7996"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=7996"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}