So I unwrap my model in the 2nd channel so it can be all nice and prepared for lightmapping and collapse the unwrap modifier down. Now, a while later I add some more stuff to the model and need to edit the 2nd UV channel in order to make sure all the changes are corrected but all the unwrapping I did before has disappeared.
How do I retain that 2nd channel UV info?
Replies
This will reset the UV's in that channel to whatever the last "baked layout was" it bakes the UV's into the mesh when you collapse so before switching channels its a good idea to collapse the stack so the UV's are baked. If you don't and you hit reset, it will revert to whatever the layout was previously.
So... Collapse, change UV2, reset, open editor.
Agreed. It's a very small thing, but it's super important when dealing with multiple channels.
A fun tidbit on this though, is that you can very easily use this feature to your advantage when trying to atlas things together. If all your UV's are on channel 1, you can grab a set of meshes, apply a new UVW Unwrap to them all, then set it to UV2 and choose NOT to reset. Now all of your originally unwrapped UV's are all on the same channel, on top of eachother, but in the same modifier as other meshes and on another channel. Simply repack, and then bake to UV2 and boom, you've got an atlas. There's probably easier ways to do this (if so, I'm all ears!), but I like this over auto-unwrapping since it preserves all the work you've already done to unwrap the meshes in the first place.
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At the very least use the contact us button to let someone know you found a nugget of joy that needs to be shared.
Contacted.
Not to thread-jack, but for future reference, is that the correct place to send suggestions to? I don't know much about editing Wiki's, or if normal forum members have access or whatnot, but I'd be happy to send things along as I find them. Is that the correct place?
http://wiki.polycount.com/TextureCoordinates
The contact form works ok, as Adam forwarded the email to me, to do your bidding. :smokin:
But yeah, anyone here can edit the wiki if they like. Just sign up.
http://wiki.polycount.com/HowToContribute