This will cover transfering one UV layout (old) to another (new). If you've ever had to do changes to a UV layout after a model has been textured this is for you. It basically
takes this approach and re-purposes it. I found that approach kind of confusing the first time around so hopefully this won't be like that.
Also know that you can use this trick to apply tile textures to your unique unwrap. Works great for getting wood grains to line up across a jumble of seams.
3dsmax:
1) Apply 1st UnwrapUVW Modifier, leave its Map Channel at 1 (default). This will contain your
final unique layout.
2) Apply 2nd UnwrapUVW Modifier, set its Map Channel to 2 and rearrange your pieces
to work with the tiles. It doesn't need to look good in the UV editor, its whats on the model that matters.
2a) Make a multi-subobject material, placing your tiles in which ever slot, and assigning the materials to the correct faces.
3) Make sure your
materials are set to use UV2 (whatever the material is set to, is what RTT will pull from)
4)Press 9 to bring up the Render Setup Dialog (or click the teapot/paper icon), click the Render tab. Uncheck "Antialiasing" and check on "Disable All Samplers". This will keep max from applying
a blur to all renders and ensure you sharp pixel for pixel renders.
5) In Render To Texture (shortcut key "0") Under Mapping Coordinates make sure"Use Existing Channel" to 1. This is the layout it will put your textures too.
6) Create a diffuse element, render and you're ready to start painting some unique details.
If you have a bump, spec & Diffuse, you put each map in the diffuse slot (in your material), and repeat the bake out a new "diffuse map" using RTT remembering to rename it bump, spec whatever...
Keep in mind this doesn't work with NORMAL bump maps just B/W. Since normal maps are highly dependent on the pieces orientation. You will need to rebake the normal map if you rotated any of the pieces.
Note 1: Don't forget to delete the second UnwrapUVW modifier. If you've collapsed its no big deal, you need to go into Edit > Channel Info and delete the ID called 2:map. Or apply a "UVW Mapping Clear" Modifier, set it to 2 and collapse.
Note 2: You don't need to use a multi sub object material, you can use separate pieces with separate materials and combine them all together just before you bake. This will actually create a multi-sub for you and take care of assigning the polys the correct material ID's.
Maya:
-Dupe your model
- Redo the UV coordinates
- Transfer maps from old model to new.
Use the same trick as 3ds for bump spec and diffuse.
(
There might be some trickery I'm missing since I'm not in front of Maya but that's the gist of it)
There might also be some more convoluted way to juggle a 2nd UV channel but I haven't figured out, so if someone knows, please explain!
Replies
Maya:
- Duplicate your mesh
- Change UVs
- Make sure the "Rendering" menus are showing (choose in the top left menu)
- Go to Lighting/Shading > Transfer Maps...
- Add the new UV mesh to "target meshes". If you have multiple UV sets make sure you have the right one picked here.
- Add the old mesh into "Source meshes" (not necessary if you only have these objects I believe)
- Pick what maps (diffuse, spec...) you want to transfer and where you want them output as well as format
- Click Bake and Close! Grats
You can change texture size by unchecking Use Maya common settings OR set it in the Maya common settings. I don't know where those settings are though
Modo:
Part1: http://www.luxology.com/training/video.aspx?id=34
Part2: http://www.luxology.com/training/video.aspx?id=33 <-- this is where the technical stuff is
I wrote a similar tutorial a while back: http://www.icantbelieveitsnothighpoly.com/UVW%20Texture%20Transfer%20Tutorial%20with%203ds%20Max09.pdf
mainly driven at begininers.
could it be that you're filtering is too high on the maps or you're using a lower sampling quality, mongrelman?