ok guys, gotta question... I want to relay my UVs on my already textured model. I'm probably gonna merge in the head texture as well, because I think I have wasted a lil too much space and I really don't need two maps. Anyway, poop pointed me to his normalmap workflow tut to learn more about 'render to texture' in max. I understand and follow everything fine. I make a duplicate of my model, move the UVs around to my liking, use 'render to texture' to project the original models texture onto the new model...Almost everything works and the new texture is rendered out to the new UV layout of the new model. The only problem is that the texture is kinda blotchy and grainy. Do I have to play with the projection cage to fix this? I didn't think I would have to because I though that was just to control light ray distance and the texture I'm rendering to texture is 100% self illuminsted so I don't have the need to worry about environment lighting on my character model.
Any thoughts? Do I really need to play with the projection cage after all? or do any of you know a different way to accomplish what I'm after?
Replies
Just use the model you have and apply your changes in a free uvw-channel. Then render to that channel. If the textures are grainy try to render in higher resolution or turn on supersampling.
Another possibilty would be to get the demo of Deeppaint, there you can push around your uv's and if you're happy with it you can tell deeppaint to recalculate your old map to match the new uvw's.
Works quite nice. (The button is somewhere to the upper right, be shure to save a copy of your original map. )
Noren - sounds like a good idea... I've honestly never played with the UVW channels but I'll give it a go... seems easy enough.
Thanks guys