Muzzoid
Ruflse
Muzzoid
I started with 16-bit normal maps in PNG format, but noticed the same issue while texturing. Later, I baked the normal map in PSD format, which solved the problem.Hymil said:
@loon27 Nice retopology work so far. I have a couple suggestions some of which are a bit nit-picky. Looking at the shine from the lighting in your model, your normal map has a light bit of banding in it. Could be worth exporting the normal map at 16bit. This will also make Substance Painter happy since substance prefers 16bit bake maps. That and if you're planning to texture it, do you have a specific reason for the logo to be a floating plane and not just baked into the geometry? One more thing would be that you might be able to get more texel density out of your UVs by using a non-square UV to allow the longer lengths to fit more comfortably.

A Linux version is in progress!armagon said:This is pretty cool!Any plans of a Linux version? Can it repack automatically, so I feed it multiple models and it merges all of the textures into a single map?
A very interesting idea, but UV-Remap only transforms uv islands and can not perform individual vertex manipulations. At the moment, I can't say how it would have to be handled when another software provides non-affine transformations.pior said:- I think some users might want to arrange the final combined layout beforehand, using their preferred UV authoring tool. Therefore it would be great to be able to import the final desired mesh (or meshes). But perhaps in practice it is actually just fine the way it is - I suppose this all depends on how extensively one wants to rework the UVs.
This is already possible, exactly as you describe it.pior said:- Having the option to export the result either as two objects or as one combined object could be useful. Definitely not necessary though since one can always do such edits manually. But perhaps there could be an option to dictate wether the FBX exporter should fully combine the meshes, or keep them as two separate model entities.
I have done a lot of tests and of course you can notice differences if you observe closely, but the results are always good. You can freely determine the output resolution, which can also counteract scaling problems.Noren said:It would be interesting to see how notably the new textures change from the remap. The examples shown get a bit more blurry, but they also seem to have been scaled down as a result of the combination. A pure rearrangement would help to identify changes (if any) better.
Noren said:Very good ideas that I have already considered. Rotating in 90 degree increments is already possible.
A lossless / pixel perfect mode might be interesting for smaller resolutions. Restrict movement to pixel increments and 90 degree rotations and translate the pixels without any filtering (or at least what I as a layman would consider filtering).
SillyJoe
Hey Polycount Community!
I’d like to introduce UV-Remap – a tool that allows you to edit the UVs of already textured 3D models. This is perfect for merging models with different UV maps and texture sets, or for freeing up space on UV maps to add geometry. Check out this 20-second video for a quick overview of UV-Remap.
Screenshot of multiple textures and UV maps merged into a single square in UV-Remap:

Price: The Beta of UV-Remap is available for just $19.99!
Features:
✅ Edit UVs without retexturing
✅ Merge multiple texture sets
✅ Free up space on UV maps
✅ Tangent-space normal map support
✅ Simple and intuitive interface
Here are some detailed tutorials on how to use UV-Remap:
For more information, check out the FAQ section.
I’d love to hear your feedback! If you encounter any bugs, feel free to report them here or via the contact page. I will address any issues as quickly as possible!
SillyJoe