I thought it was ZBrush, but after remaking the second UV set again I realized it was disappeared when I export the mesh as .obj. How can I export a second UV set for lightmap painting from SoftImage, and have the file be paint-able in Mari? Does Mari support fbx?
Replies
1. have 1 UV set on .obj in Softimage
2. paint texture in Mari
3. import that .obj back into Softimage
4. create 2nd UV set for lightmap in Softimage
5. take 2 UV to Photoshop and paint the black and white lightmap
6. put the lightmap .tif back into Softimage
7. connect everything, and export as .fbx for UDK
Is there a shorter way?
If I do not overlap anything, and shrint the UV down, won't that make the texture blurry and low res (and ugly)?
As for the lightmap UV, yes, you have to have everything unique and not overlapping. Lightmaps are inherently low res anyway so blurriness isn't generally a huge problem.
Multiple UV channels should also work fine with FBX, assuming you're not on a significantly older version of Crosswalk. Years ago there was an issue with second UV sets, but AFAIK it's been fixed for several versions now.
The steps you're taking are a bit confusing, especially when comparing the information on the first post to the next. As mentioned, OBJ only supports one UV set. So if you're exporting to something like zbrush, mari, or even photoshop then you'll want to work on a cloned model that only has one UV channel (the one that you wish to use). Delete the rest before exporting that OBJ. Once you're ready to export the model with every UV set to UDK, GATOR should let you transfer the various UV channels to a single mesh before exporting to fbx. There may have been a time (4+ years ago?) when you had to set up a material that would use each uv channel before exporting the fbx, but I'm not sure if that's still the case (I doubt it, but try it just in case).