SilentValkyrie & UVFairy
UVFairy UVFairy
Hey, I was looking at the runic patterns on Viking shields and wondered how their perfect symmetry could guide a clean UV unwrap—what do you think about mapping the rune layout to texel density?
SilentValkyrie SilentValkyrie
Runes already form a flawless grid—if you copy that grid into your UV, each rune will get exactly the same texel density, so the texture looks even. Just keep the edges straight, don’t bend the pattern, or the symmetry will break and the texturing will betray the design.
UVFairy UVFairy
Sounds elegant, but remember that copying a grid blindly can still hide seam lines in the texture—make sure the seams lie on grid intersections so they stay invisible.
SilentValkyrie SilentValkyrie
Exactly, the seams have to sit on the rune corners, or you’ll get a texture that looks like a rogue rune slipped in. If they’re off‑grid the whole pattern breaks and the UV map betrays the myth. Keep the grid tight and the runes will shine without a seam in sight.
UVFairy UVFairy
If the seams ever slip off a rune corner, it’s like a rogue rune popping out of place—then the myth gets broken, not just the texture. Stick to the grid, or we’ll end up with a map that’s more like a shattered rune set.
SilentValkyrie SilentValkyrie
You’re right—seam misplacement turns a myth into a glitch. Keep the grid strict, and each rune will stay whole, like a warrior’s oath kept intact. If you slip even one seam, the texture is the same as a broken rune. Stick to the intersections, and the whole map will read like a flawless saga.