Hello guys, as the title said, can we have ZBrush's PUV or AUV or GUV algorithm inside modo? basically mapping each face to be small square and fill in entire 0-1 coordinate.
It's for a UV2 light-mapping purpose. It's a very time consuming to mapped lots of small unimportant area (example; the thickness face of extruded bricks). I can simply map it to any empty space but it wont look very good. If we can have each poly face fit perfectly on 1 pixel on the lightmap texture that will be great.
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Alternatively, Barycentric unwrap and then Pack UVs, but that's a lot of islands, I'd stick with Atlas.
@Warren - Well it's for personal project though, so I don't really mind about performance drop that much. But you have a point that I haven't really consider before. Do you have any suggestion for a better approach/ workflow for those small pieces? without anyone notice that the artist being lazy (hah!) cus normally lightmap textures will be a really small texture, so grid snap will be crucial for a better lightmap.