Hello !
Does anyone know how i can keep UV on instance objects even when i have to attach one of them to a different model ?
The thing is when i have all objects separate and they are on instances everything works like a charm.
But... in final version of my model everything have to be combined and those objects what were instances have to be moved by 1 on UV tile.
I know i can put unvrap UV modifier on top of all objects before attaching them but then some functions in UV editor wont work properly like rescale UV island which i really need.
Till now i was attaching objects plus one object from every instance, laying out UVs, and then copying/mirroring elements which were on instances. But i wonder if there is better way to do this
Looking forward to hearing from you guys !
Replies
Another workflow you might want to look into is just cloning the shared uv parts after you've baked. So instead of offsetting in the uv editor you just clone the parts at the end of the process and they will automatically share uv space and whatever texture is applied.
Offsetting UV is not such a big problem, the problem is with cloning parts. Most of a time it is painless proces but sometimes there is so many parts to clone, rotated, mirrored, moved in not straight line etc... and that is my problem
For now thank all of you for responds, ill try different approach. Before i attach everything to main object ill flatten UVs(as usually i do) then attach and layout everything properly and then ill pick one of instances, match UV of it to the attached part so all instances should follow with this and finally i can attach everything all together.
If you think it wont work for some reason please tell me, so i dont waste my time on this
cheers!