Hi guys
I've just finished uving my character with 13 different uv patches in Max and am having some issues getting textures to entirely fill the desired UV patches.
At the moment I've got two gradients (one entirely black, one entirely white) going into the composite map which is going into the mask slot of a material blend.
The gradients have been set so that the black goes in the standard uv space (udim 1001) and then the white one is going into the next on the right (udim 1002) but for some reason the geometry that should be entirely white has black on it.
I've checked and double checked the uvs, double checked the uv coodinates in the gradients but can't for the life of me work out what would be causing the issue.
If anyone could help shed some light on this I'd be super grateful.
PS. I can't upload any pics because the work is all under nda and I can't even draw a diagram and upload it because of internet privileges. And the method I'm trying to use is the one specifying uv coordinates on Niel Blevins website.
Cheers!
Replies
Turns out I was inputting offset values in the tiling boxes of the gradients which was negatively scaling the texture - which made it take up less than the whole desired uv patch.
If anyone's reading this and wanting to know the proper way of doing this, here's the page I've been using: http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm