Hey there, I'm trying to export a mesh with a different UV range than default. I figured out how to take a UV snapshot with a unique range (because of the obvious drop menu) but haven't been able to figure out how to export the mesh with a unique range.
Should mention, using Maya 2012 and FBX 2012.
Thanks a lot!
Replies
Or if you are exporting to something where you can't change tiling parameters, do what I mentiond above, but scale the UVs 200% in the U to fil the entire 0-1 range, and once you use a non square texture things will line up.
Not sure I fully understand the suggestion. I follow it up until the "tiling of the material" part. I assume it's clear from the UVs that this is a unique asset and not a tileable surface.
That said, with xNormal allowing rectangular maps and Maya offering the ability to choose what range the snapshot takes, I figure there has GOT to be a way to assign UV ranges to materials... right?
probably the easiest way to think of all uvs is as a 'percentage' of the texture map rather than specific explicit pixel values; it'll generally look at the texture map that you load in and say 'hmm, okay so this UV-vertex is at (4%, 2%), the next is at (8%,2%) etc.
Hopefully this image I made helps explain.
http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/uvdeluxe
It makes doing this kind of scaling and offsetting very simple.