Alright so, I'm working on a character and made kind of a stupid mistake....I have a version in Max that is setup for diffuse, and a version in Maya that is setup for a normal map. Each version has a separate UV set layout and the normal map is already perfectly baked and is being used
However, I'm realizing that I can't just simple copy the UV set off of the imported .OBJ and paste it in either program. Nothing on the model has changed except the UV sets and being exported/imported
Am I going to have to redo the UV's? or is there a way to load the UV's of either version onto the other?
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helpppppp
Replies
just don't forget to rename the uvSet after importing into Maya, as they will be named UVCHANNEL_1, _2 etc... instead of map1....
although I am not sure about what you are trying to do, but FBX support multiple uvset across the 2 software. I don't see how you can't get a version with both UVset in either of the software and use a render to texture or transfer map to convert the UVs.
Edit: Whups, looks like you posted before I did. Do you need both sets on one model, or do you just need the textures to use the same UV set?
Or use 3dsmax's Render To Texture and projection to do the same thing. As long as the models share the same space it's a snap.
EDIT: Watch out for Global Super Sampling and anti alias settings they can make a mess out of your diffuse by trying to blur it.
This covers doing it in 3dsmax:
http://www.polycount.com/forum/showthread.php?t=58411
You don't want to transfer your normal map to your diffuse model, because the orientation of the pieces could be changed making your normal map extremely incorrect. Each piece is dependent on the orientation to the textures orientation.
ugh, hour wait on softimage, trying to find the Modtool you suggested
http://www.polycount.com/forum/showthread.php?t=54681
Anywho! You can Copy and Paste UV's in max just fine, providing you haven't changed your vertex indexes. Import the OBJ(as an editable poly in the import options). go to utilities, more, channel Info,
click the new 'channel info' button.
Select the source object
select the channel with ID "1:map"
press copy.
select the target object
click add.
select the new channel
press paste.
You object now has 2 mapping channels 1: the orginal 2: the channel from the imported object.
now set the map channel of the bitmap you want to use the second uv set to 2
I can do a more in depth tutorial if you need it but Its not too complex so give it a go
@r_fletch_r I thought that was how it was suppose to be done, guess I read some bad information then; the internet is full of bad information anyway
alright so, I got through everything you said just fine until the paste step, that doesn't it never becomes a valid button to click
you've selected the channel to paste to right? if you have and its not allowing you to paste then the models are structurally different.
if this is indeed the case then you could try neil blevils uvTranfer script. overlay both models and it will transfer based on vertex position. I dont remember if it lets you say which channel to inject the uvs to so you may need to do some copy/pasteing to get it all how you want it.
http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm