Hello there, I'm currently doing some tests with ropes, I made an insert mesh which I UVed in Zbrush and created a curve to make a rope brush.
Now each section's UVs are overlapping to save UV space, but when I bake the whole rope in SP I get these seams. There are no seams if I just unwrap the whole rope in one go, but then I'd have long uv strips taking up too much space.
Is there a way to keep the repeating uv islands and seamless mesh maps?
Replies
Hi! What's it for? A game asset?
For maps with unique values for each pixel (position, ws normal), I'd expect them to visibly tile.
For maps that are tileable like AO or tangent space normal map, I would bake and texture one segment in a neutral pose, then create the rope from it.
Additionally, I would straighten the UVs and consider to optimize geometry (single shell, no occluded faces).
Thank you for your response @Fabi_G , yes it's a game asset!
Baking only one segment worked! In this case I used the mesh maps from the single segment and used them on the whole rope. Thank you for your answer, this was really helpful!