This week, I refined the UVs and began the initial texturing pass in Substance Painter. The focus was on improving the UV layout for better texture distribution and for establishing the base materials and surface details.
its been sometime trying to solve this, Okay lets say i have an eye with its UVs, when i duplicate the eye and then i do mirror the eye at the deformation selection, now the duplicated mirrored eye doesnt have the same uvs with the first eye, the textures doesnt apply the same on the duplicated eye what am i doing wrong?
It happens that they stay that way inside the UV editor when editing the UVs after using the Auto UV Unwrap tool for some reason. The actual representation in the viewport, however, remains correct, so I just tend to disable the texture preview inside the UV editor or dim it.
I have 4 different assets for a project I'm working on. Each one has it's own UV map and a normal map texture at 2048x2048. What I'm trying to achieve is combining the normal maps of these textures to be baked into one texture with reorganized Uv's So how would I go about baking these 4 different 2048x2048 normal textures…
Hi! Is there a better tool to create UV snapshots than what's in Maya? I would appreciate recommendations. I'm tired of constantly closing holes by hand in Photoshop so that I can then use magic wand selection to create masks. I know I can use "anti-alias" toggle in Maya, but that's another can of worms that gives…
Hello everybody, I have a game character with a mapping dilemma here. My face area for the character just gets a few texels from the texture. The texture wouldn't be a this big problem, but the normalmap has also just a few pixels there then. And this doesn't make me a happy bunny. It is not the first time that i have not…
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…
I'm trying to use the UV Layout function to pack my uv shells for a model im working on and I have most shells set to a texel density of 40 some smaller pieces set to 25 and a few set to 70. However when I use uvlayout it just scales them all to about 65. Is there a way to make it pack without adjusting the density of the…
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…