I was working on replicating this scrambled UV effect, posted about as a problem on polycount
here, but since deleted. That thread chalked it up to modo and zbrush incompatibility- but Does anyone know how to to create this effect (of each polygon's UV being rotated) on purpose?
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It sets the UV coordinates for each vertex to be the UV coordinate of the next vertex of the polygon.
Thanks!
you must put all your model in the same group of smoothing
ctrl+A and clear all and then put them in 1
When I bake it, it just creates the fitted texture map without the rotated UV fields. Any tips?
I'm trying to recreate the glitch on purpose for the kaleidoscopic look it creates-
So thank you for all your help!
The other program I have right now is C4D.
now the UV fields have edges, but still aren't rotated. Does anyone know how to get the rotated UVs on the model to bake into the UV texture map?
Thanks again for the help!
You'll want to have two UV maps on your mesh - one that the texture is applied to, and one you bake to.
Do the scrambling on the UV map the texture is applied to, but keep the baking one clean and unscrambled.
Change the "Final Color" output to "Diffuse Color" - otherwise you'll get shading on your mesh baked out.
Then select your clean UV map and do your bake to render outputs.
The add editMesh works better for me, at least it keeps it from rotating most of them, but I still get the random poly that get rotated.
If its not too many I'll fix it manually.
If it's widespread I follow the steps in the video and usually end up doing a lot of exporting and loading and saving of UV's.
I've even used morphix so I could morph the original 3dsmax model (wrong shape but good UVs) to match the shape of the zbrush export (right shape, messed up UVs).
I was actually trying to purposefully recreate the glitch for the aesthetic effect. Farfarer- thanks! Here's one example of a test image following your advice. It's just what I wanted.
The source image is from these artists: http://www.qwertzus.com/pano-face/