So I got this enemy type character that I morphed up in DAZ Studio.
I exported him into 3ds and I want to try optimizing him. Before I start to retopologize him, I want to do something about the texture maps. There are 5 big texture maps in the folder. One with the limbs, one with the torso, one with the head, one for the eyes, and another for the eyelashes. I would like to get all of this into one 1024x1024 map. I will do a separate map for the clothes.
When I try to unwrap this guy:
I see all the seams are exactly where they should be. Everything works fine in the viewport and render, but the Unwrap UVW modifier shows chaos. All 5 maps on top of each other and I don't know how to untangle the mess without making a worse mess out of it. I want to get all of those 5 maps into one. How do I do this?
Any help is greatly appreciated
Thanks
Colorado
Replies
Add an Unwrap modifier, change it to UV channel 2. Choose "keep existing" when you get the warning. Rearrange the UVs how you want them.
Go to Render to Texture. Set the Mapping Coordinates to "Use Existing", and the Channel to 2. Add whatever elements you want to bake (I'm assuming Diffuse only?). In the Baked Material section, turn on "Render To Files Only". And bake it. This will transfer the diffuse mapping from UV1 (all overlapped) to UV2 (no overlaps).
Should work. Don't have Max open at the moment.
I should be able to sort things out from here and get it all into one 1024x1024 map. I will post again when I have it ready. But there must be an easier way, if anybody knows one please enlighten the noob
Colorado
Also, if you're moving things around in UV channel 1, then you've lost the UVs for the existing textures. You need to copy the UVs into a new 2nd UV channel, before you start re-packing them.
BTW, there isn't an easier way. As far as I know. You need to create a new UV set on the model, and transfer the maps from the old UV set into the new one. Baking with Render To Texture is one way to transfer them.
Aside from some seams I need to touch up I can hardly notice the difference with the smaller map. I noticed one of the maps for the eyelashes is an alpha map. Is there any way to stick that into the diffuse map or will I need another map for that?
I am going to sleep. I will see how far I can get tomorrow with optimizing him down.
For packing and rearranging, you shouldn't manually pack all the maps together in Photoshop, then move the UVs to match that. That's why you get seams. The baking method avoids this, and is faster.
Read up in the Help about UV mapping, specifically how UV channels work. Will save you a lot of time in the long run.
This forum is awesome BTW! Everyone here has been so helpful. And there are so many great projects people are working on. I have learned more here than anywhere else. There is a lot of misinformation and wrong tutorials on other sites.
So yes, I want to learn about the baking method you mentioned. Where can I read about it. When you say, "Read up in the Help about UV mapping" do you mean the help that comes up when I hit the [F1] button in 3ds. Or is this something in this forum that you were referring to?
Autodesk also has online versions of the 3ds Max help, but only 2011+ versions.
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=9861583
http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/files/WS73099cc142f487557579ab9211cd73fdb9e4def.htm