
Confused about why Epic do UVs first then add detail
I'm looking at the level design principles in this listing:
https://www.fab.com/listings/f19e91ce-056b-48c6-9dfb-28a46f9151f4
Phase 1: Blockout
Phase 2: Blockout Material
Phase 3: Modeling the blockout.
It describes a blockout material as Phase 2, and Phase 3 as modeling details. I'm a bit confused: wouldn't the form of the blockouts affect the UVs at that point? Or does this have to do with texel density and making sure the base is correct, and then if that's the case subtlety in adjusting the form is key since each object becomes 'complex' from it's modular components?
Thanks for any clarification.