Hi
I have a bit of a minor predicament. I’m currently into texturing my character, and I’ve discovered that a particular piece I’ve finished texturing was actually unwrapped wrong, and the details aren’t appearing in the right place. I’m copying my texture from an actual game model and texture somebody made.
If I want to ensure the details appear in the right area, rather than retexturing the whole piece again, what would be the best thing to do…? I guess I could re-jiggle what I’ve done so it does all appear in the right place, but if I did plan to re-unwrap this one area, after all the baking and texture maps have been done, what would be a good work around? Would I need to re-bake everything again, and then somehow composite the fixed shell into my current baked maps…? Or, is there some kind of wizardry that could be done in Max or Maya using Render to Texture with a new UV set…? And then merge the two together?
Thanks
Replies
precisely this. you can have your busted/undesireable UVs as uv channel 1, and your fixed one as uv channel 2 and transfer it over via render to texture in 3ds max.
Plus, thinking about it, if I do get the UV replaced, the baked maps I already have aren’t going to show correctly either. I’m guessing those would still need rebaking and composited into the current texture maps…?
I’m still very interested in how to transfer the UV though. The more ways I know of how to fix issues the better.