Make sure 'Assign shader to each projection" is unticked under the 'create UVs' menu and make sure the 'Create new uv set" is unticked in the projection windows.
You'll want to consolidate those multiple uv sets into one uv set, less it'll send the draw calls through the roof for a single asset.
Not a regular maya user, but i think you'll have to copy and paste each uv set until there all on one map, then delete the remaining uv sets. Tedious work!
If it only shows map 1, then that object only has one uv set. Try going through each separate object and make sure they only have one uv set each. If thats how it is now, thts fine, however when you export, you'll want to make sure that only a single shader is assigned to the objects so each piece references the same material, less you'll end up with a separate material for each object and thats not what you want.
Another way would be to combine your objects to a single object, this will also merge all your uvs to a single uv set.
Yeha its just it was properly slowing down my computer when i put it in high quality mode. Ive had this problem before but if they are all on map1 there is no way around it because they are all separate objects right?
See i didnt want to merge them all yet because i need to bake ao and normals from each separate piece?
I seem to have solved it by hiding some stuff and assigning everything to a new uvset. Im not sure what ive done but my comp isnt running slowly any more so i guess it will have to do.
so there is no way to have merged uvs with separate objects?
High Quality view is really (!) slow with multiple objects, especially if you have a big texture. Even if every object have the same material.
Try merging your objects (if you can) and you will notice an increase in performance.
Well thats a bit rubbish! Some needs to fix that! I needed all of them separate to bake normals and AO from after ive done that then ill merge it all together.
Ark what do you mean by the same shader? The same material?
yep I know, it's frustrating! but what exactly is it that you are doing that you need HQ rendering for? I would guess it's texturing, and for that you could just save another scene with it merged to work on the textures, since the UV:s would be the same.... maybe....
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You'll want to consolidate those multiple uv sets into one uv set, less it'll send the draw calls through the roof for a single asset.
Could you please tell me how to consolidate the UV's into one set?
Thank you for the help already though
If i merge the meshes then the list disappears, but i want to try and make the list disappear with all my meshes as separate if that makes sense?
on the UV editor it only shows map 1?
i hate maya
Another way would be to combine your objects to a single object, this will also merge all your uvs to a single uv set.
See i didnt want to merge them all yet because i need to bake ao and normals from each separate piece?
I seem to have solved it by hiding some stuff and assigning everything to a new uvset. Im not sure what ive done but my comp isnt running slowly any more so i guess it will have to do.
so there is no way to have merged uvs with separate objects?
Thank you very much for the help though
Aslong as the objects use the same shader then you should be able to have separate objects and have them grouped in the uv editor.
High Quality view is really (!) slow with multiple objects, especially if you have a big texture. Even if every object have the same material.
Try merging your objects (if you can) and you will notice an increase in performance.
Well thats a bit rubbish! Some needs to fix that! I needed all of them separate to bake normals and AO from after ive done that then ill merge it all together.
Ark what do you mean by the same shader? The same material?
but yeah like i said someone needs to fix it!