Hello guys.
I need your wisdom again.
I got a mesh (a character for example) that consists of multiple sub meshes and each one is unwrapped as a unique piece and has its unique textures. Now I want to combine it into one mesh, one UV map with combined textures. Let´s say a character has UVs for the body and UVs for the eyes and nails, each with maps. I want the maps to be combined into ONE map. How could I cachieve this? What tools and workflows would you recommend?
Thank you : )
Replies
Pack the maps using your favorite texture editing app, Photoshop for example. Put two 1024s together into one 2048x1024.
Then adjust the UVs to match. Scale each 50% on the U axis, and reposition each on U to match the texture.
Create a material, load the packed maps, assign to both meshes.
Simply load in your colour textures and what not in a material to the original mesh. And do a transfer maps.
Should be able to do this in any app that lets your transfer maps/bake textures from a source to a different target.
Diffuse is easy, as it is just colour information.
I just tried transferring normal maps in maya, but it seems to treat normal maps as bump maps when baking, so it doesnt generate desired results.
You can plug in the normals into the diffuse as well and just do another diffuse transfer.
However normals are a bit trickier as it store directional information. So what that means is the UV's you have created for the combine mesh, needs all of the UV orientated the exact same way as the source meshes. So you can not rotate your uv islands.
So if you have the original HighPoly as well, i'd suggest doing a new bake with the new combined mesh.
Specular/gloss/roughnes/etc. you can do the same thing, just plug into the diffuse slot and do a transfer.
- albedo
- roughness
- metallic
- normals
- alphas (would be nice to have them in the alpha slot of the albedo/ diffuse map since we use RMAs, but packing the separate maps wouldn´t be the main issue here)
We have the standard PBR maps for each obejct and want to repack the UVs AND textures so that we can use one texture per map (one albedo, one roughness etc) for the combined meshes which had single maps with unique UVs. Normals do not have to be rotated, we mainly want the maps to be packed, not necessarily with the least possible amount of UV waste.
The maps and materials should be usd in Unreal and such albedo would be SRGB, RMA would be RGB.
Hope that helps and you got some ideas for us : )
What resolutions are each of the separate body/eyes/fingernails tecture sets? Determines how you can pack them.
body uses 1k
finger nails use 512
And these should be combined into one map. We got Max, Modo, Blender, Photoshop, Xnormal, Quixel Suite and Substance Painter.
(btw, thank you for your help )
1. Put the head & body side by side. 2048x1024, manually in PS. In Max use UVW Xform to precisely align the head and body UVs to the new layout. UVW Unwrap to scale down those fingernail UVs into one of the gutters, that's the most manual part. But no resampling except for those fingernails.
or
2. Copy the models. UVW Unwrap on all three copies. Pack. Use RTT to bake from the original UVs into the copies' UVs. Pixels will be resampled, losing some detail. Normal maps have to be rebaked. But you can get consistent texel sizes across whole character.
or
3.Arrange all three in a 2048x2048. Same process as # 1 except keeps fingernails at 512 resolution. No resampling. But lots of wasted texture space. Twice the memory cost of # 1.
Edit: is this it?
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-A5B67F77-5E15-4171-BCDE-1C60154AD7C2-htm.html
It does not properly rotate the normal maps if the new UV layout has been rotated differently than the originals. You'll also get resampling, meaning that new pixels are created, which changes the existing normals. They'll need to be renormalized.
Also last time I checked it doesn't convert from Normal Bump in the material back into tangent space normal maps properly. All kinds of artifacting when I tried last, several years ago.
Better to rebake the normal map from the original highpoly using the new UV layout.
Edit: sorry for the many questions, unfortunatelly i won't have my hands on 3d software for sometime to try it out myself. Thanks for taking the time to reply