Hello,
How do you guys and girls proceed when baking AO and Normalmaps for an object with overlapping UV's?
Until now I always put all the overlapping UV's out of the 0-1 Space (is it called like this?!), bake then the NM and AO and afterwards I put all the UV's manually back to its place. But this sucks, isn't very precise and takes a loooot of time (I always need to zoom in a lot to make sure the UVs are matching).
Pleas take a look at the picture for a clearer imagination of how I proceed.
![31685349.jpg](http://img820.imageshack.us/img820/8556/31685349.jpg)
Hope someone can show me an easier but mainly more time saver way.
Thanks for help!
Replies
I'm sure Max has scripts to snap UV shells together, but in the future you can think about that when you are laying out your initial UVs. Fo an object like that you could just delete 2 of the legs and radially instance 2 more around so they will have the same UVs and then Offset by 1 unit in UV space for baking.
also, to perfectly move UV islands off the grid, at the very bottom-left of your unwrap window, there is a white button that looks like a cross-air. click it, and type 1 in U: and press enter. make sure you are in element mode so it moves the whole uv island off grid.
the solution is so easy and timesaving!