Does anyone know how to make a solid filled "alpha" of your uvs in maya? The UVSnapshot doesnt help much since its just wireframe and id like to make a selection map similar to rendering a solid uvw template in max or using textools to create a blocking map.
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;______; I miss the user friendliness of 3ds max.
I would argue Maya is just as user friendly if not more so in certain areas... I think what you feel is just the pains of using another app with another way of doing things.
Anyways... I hold in my hands a powerful cgfx shader can do exactly what you need...
Behold: http://blog.leocov.com/2011/10/lcreprojectcgfxa-novel-texturing.html
Much respect for Leonardo for creating this.
That's weird. Try Adjustments>Levels in Photoshop to boost up the black? Echoing what rube said about the contiguous option, but I'm curious if your UV template isn't coming out borked up with bad gamma or color correction or something.
Alternatively, you can use transfer maps using a duplicate of the same model to bake a diffuse only map, real speedy.
you know, i honestly expected that to work.. haha. but even with anti aliased off in maya, photoshop magic wand still selects everything (and contiguous checked).
i may start using this once i wrap my head around transfer maps. alternatively now im just baking in xnormal, so there's an option for "bake diffuse texture" which you can put as a solid color. works all the same but i just have to dial down the padding.
thanks for all the input everyone.