I added the framework of a UV atlas editor, and also the painting studio for the texture editor
I’m working on the texture system. I’m still working on UVs. It’s honestly really complicated, I have no idea so far how to make it intuitive for users. Auto unwrapping it would not give easy to use results because most assets in this engine are going to be simple. Showing all the vertices on a single atlas also would be very overwhelming. I’m trying to figure something out. It could be determined on a face by face basis, but some faces could be super super weird due to imported meshes or weird CSG operations, which would lead to a mess of a UV unwrap
I’m also going to make an editor to assemble the texture atlases by stitching together the individual smaller textures.
Comments 0
No comments yet. Be the first!
Sign in to join the conversation.