I get often those issues, even if the uvmap is perfectly clear, , the lp model is perfectly matching the high poly one , so I do not understand why I get those artefacts?
[ame] http://www.youtube.com/watch?v=Bxbp-Q1nVjE[/ame] This looks awesome :D . Might be slower than some methods for certain tasks, but I wonder how the hell he's doing this... Max really needs to overhaul its UV methods.
Hey guys, I have a question about uv maps. Whenever I make a model, I tend to have a lot of overlap in the uvmap for the diffuse. My question is. Is it common to have 2 uvmaps: one for the diffuse and normal created from that diffuse. And another uv that doesn't have any overlap which I can use for lightmaps (in unreal for…
Gyrfal: yes, and a cubemap aswell. and some faked highlights. Im mixing it a bit depending on what looks good on what surface. Some stairs, a ventilation shaft, endless joy of uvmapping! :)
Imo you could and should spend some more minutes on your uvmap. It looks quite distorted in some areas - especially the front wheel. The idea is mighty cool, though :poly136:
I think this looks really good, Daz Id like to know what would make the uvmapping more industry standard? should there be more tiling textures or shared texture spaces?
Lol ok so , in theory , if we are forced to put seams in a visible plain area is better to align the quads and borders even if in different uvmaps, but the problem then its if there are other seam zones.
Floating geometry certainly make UV mapping a more complicated, but as to your question I would like to know as well. I do it but I'm no pro and amateur at best in uvmapping and texturing.
No no - lower polys is always good, as long as you can get away with it. Makes the model significantly easier to uvmap. I wish some of my first models had looked that good.