I unwrapped my model using UVMaster, and then GoZ the model into 3ds max and applied my displacement map exported from Zbrush unto my model in 3ds Max using vray displacement mod. here's the weird thing, the details on mouth area are applied correctly , but details on eye area are somehow applied at the back of the head…
Bit of a long description for a simple question, but I recently purchased a bunch of alien creatures to use in a VR game I'm trying to develop, and I was wondering how would I go about editing some of them in ZBrush? They're FBX files, and I've managed to successfully import one into ZBrush with textures and UV maps…
I'm almost done with making low poly of my car and now I'm thinking about unwrapping the whole thing. Even though it's the most complex model I've done unwrapping it has been quite easy so far. But I'm worried about packing UVs and saving precious space. So how would you approach this? Are there any tricks to save space?…
So I made a high poly mesh in z-brush and then a low poly mesh in 3ds max, and I just want to ask how do I make it so they both have the same uv maps? Thanks a lot- I-ninja
Hi guys Dont know if this is possible, but ti would help me alot if it is.. I have a bunch of objects to unwrap, objects such as chairs that have varied amounts of complicated bendy tubes. What is the easiest way to unwrap them so the result is a straight row of UV's? I would have thought creating a shape path and trying…
Nice work! I wonder if you can leverage a trim sheet and mirrored UVs to do a lot of this? Because those details seem very symmetrical. If you use unique UVs for everything, you'll be limited by texture resolution. But if you break it down into a trim sheet of repeated/mirrored patterns, you could have very sharp texture…
So im working on consolidating a bunch of different objects onto a single texture sheet. I selected all the objects added a unwrap uvw modifier and rearranged them so they all fit into a single sheet using uv channel 2. Now when I do render to texture the diffuse transfers over fine, but the normals go to hell. First I…
Hi guys, what should I do in this scenario for UV mapping? Say the model is being made for production, not games. Should I UV unwrap the high poly and texture it directly? I ask because in this case the shape of the low poly drastically differs from the high poly. And more in general I'd also like to know how UV unwrapping…
From Polycount wiki: " Visual Packing Guide If you want a visual guide when creating your UVs, one easy way to see the spacing is to use a checker as the background image in your UV editor, with each checker square set to the padding width. For example to get a 4-pixel-wide checker on a 512x512 image, tile the checker…
Hi! Yes, like that (loop of selected edge). You can merge both halves together along one side, so you end up with one UV island. Here is an example on Sketchfab that seems to do it that way (you can check UVs in the viewer). UVs like that make it easy to simplify the model (LODs) without breaking them. Btw, I assumed this…