When u open the Edit uvw`s window, position it where u want it to be and after that go to Options and select Save current setting as Default and that will save your position
this one plus, like SAI does it- you can open the mirrored version in a new window so you have the original and mirrored onscreen at once, and either can be edited
yes, it's Fabi_G's example A . You need to relax you hi-poly source a bit with no 90 deg corners . The way the projection would show you a few pixels of sides at least. As of Unreal render be sure Unreal uses your edited vertex normals and not recalculate them back to default positions . I don't use Unreal but recall it…
@Toureiro I'm trying to be as accurate as posible so that wire netting would stay since it is on the actual tank.Anyways,it will be projected onto a plane with opacity and if it would end up too noisy I can always make the grid thicker,will see then depending on how it looks. I edited this so I won't spam the post.I've…
Well at this stage, I woudn't even suggest to edit the UVs further as an attempted fix just yet. The first step IMHO is to review the *model* and the way it's been constructed. Based on that one last screenshot there are a few red flags in terms of both design and execution : seemingly very tiny details, thin panels, and…
I guess I should keep this updated as I get a little closer to a solution. It looks like Unreal Engine allows customized UV channels separate from the the UV manipulation that you do before the texture sample node. So I guess that's one way to edit UVs after the texture sample node. I haven't set up the whole material yet…
When I'm editing UVs in Maya, the UV Editor window doesn't update correctly when moving/scaling/rotating uvs... is anyone else encountering this? and if so? is there a known fix for it? Thank you very much. Maya 2008 NVidia Quadro FX 3500
You're probably importing the normal data from the mesh, so the normals are probably locked. You can reset them by using the collapse utility in the utilities panel, or with an edit normals modifier.
If the ini thing didn't work you can have a MaxScript savvy team member edit your Macro_UnwrapUI.mcr file to change those settings everytime the unwrap window is exposed.
Was solved with applying a Power node with Exponent of 2.2 after loading the texture. Now this whole dilemma makes sense. EDIT: Sorry, in my case, add the Power after applying your OneMinus. :)