I've had a few people ask me about texturing and creating UVS for models, so I decided to make a journal for various sources that I also could expand on in the future.
The size of the map really depends on the object, I've worked with really low res maps like 16 to 256px, to medium res maps at 512px to 1024px and high res maps at 2048px. For low res maps it is wisest to start at the resolution you are going to use since every pixel counts. On everything higher it really depends, I know when you have a game being released on multiple consoles they might start larger and then shrink the textures to what a specific console can handle.
The keys to understanding what texture sizes you need are:
- What kind of game are you going to make?
- What is the artistic style?
- What system and specs are you dealing with? Are you making something for phones, or next gen consoles?
- What engine are you using?
First things first, check out Polycount
and the Polycount Wiki
they are THE BEST places to find information on creating various types of game art.
Polycount Wiki"Texture Coordinates""Texture Tutorials"A few Polycount threadsAs it turns out, we all suck at unwrapping?An exercise in modular textures - Scifi lab UDKBest way to optimise UV space for a cylindrical objectHand-painted Wells"How to make good lowpoly UV?If you want to look at some models and see their UVs and maybe even practice texturing, here are a few sources:SDK Master Thread - Free models for all! Download my Bathhouse BRAWL Scene