Hello there polycounters !
I'm trying to get a better UV tiling on my environments ... but I just can't manage to scale UVs to perfection, it ends up with a very annoying tiny tiny gap, an offset that is getting worst and worst over the model the more the mesh repeats
The picture explains the problem in detail :
How do you guys do to solve that ? There must be some way !
Replies
Be sure to have your UVs window active before you enter the value or the mesh will be scaled up instead of the UV
Thank you for the tips, I haven't 100% respected what you said, because I really only wanted to scale everything and not move a point or a row separately, but you gave me the ideas and the solutions to get the alignments I wanted ! that's how I did :
- Select the Shell
- (use automatic mapping to be sure to get the right aspect ratio (maybe there is another way?))
- Normalize it (with preserve aspect ratio)
- Snap the shell corner to the corner of the uv grid
- Convert the shell selection to UVs selection
- Snap the scale pivot to the previously snapped corners
- Use the X absolute value on top of Maya with some cross product math to scale everything to perfection !
- Job's Done !
Thank you very much for the tips !
Precise to the most and no snapping of any kind needed.
- Select all of your UVs
- Layout UVs option box :
Single object
Prescale:none
ShellLayout:none >> disables spacing value
ScaleMode:uniform
Stacking:shape
Rotate:none
- Re-select UVs (resets centered pivot)
- Edit Mesh/Transform component and set values within "channel box"
Pivot U/V >> 0
Scale U/V >> desired tiling value
Hopes this helps too