it´s a pain if you have to do it often (maybe it could be scripted) but you are aware of the option to specify the uv range? i.e. v always 0-1 but u 0-1, 1-2, 2-3 etc!
Hm... no, does it really matters? I've set Mesh Lightmap Coordinates to "UV Layout 0" which is 0..1 space, non-overlapping, non-mirrored, etc. Well, i'll try to make 2nd channel now.
I love late 70s synth pop. [ame=" https://www.youtube.com/watch?v=QkFmDlx_Dsg"]<iframe width="560" height="315" src="//www.youtube.com/embed/QkFmDlx_Dsg?rel=0" frameborder="0" allowfullscreen></iframe>[/ame]
Just pack your uvs as a rectangle vertically in 0-1, work away as normal, export 4k maps, resize/crop in PS. Or unwrap vertically across 2 uv tiles and scale uniformly into half of 0-1.
Warby's already famous over here: http://boards.polycount.net/showflat.php?Cat=0&Board=2&Number=168589&page=0&fpart=2 Your link and a few others were posted earlier. Still cool, though.
Cheers Daz, Rick already posted this in GD although I think it fits better in this forum http://boards.polycount.net/showflat.php?Cat=0&Number=227112&an=0&page=1#Post227112 Good if someone missed it before though.
Yesirreee! Congrats tinman. More MA polycounters here... http://boards.polycount.net/showflat.php?Cat=0&Number=60477&an=0&page=1 Oh yeah, and here's a good list of local game devs. http://www.bostonpostmortem.org/bostongamedev.htm
Thanks, I've found the correct path now but its still saying the same thing?: ; Transform Tool defaults ; ObjectCloneType ; 0 = Copy ; 1 = Instance ; 2 = Reference [TransformTool] ; Copy ObjectCloneType=0
http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Dstripbooks&field-keywords=drawing+cutting+edge+anatomy&x=0&y=0 Same stuff here: http://www.chrishartbooks.com/anatomy.html
If the output looks correct then your UVs are correct. Fitting everything into the 0-1 space isn't a rule and it isn't an optimisation. Having uvs scaled off the 0-1 space for something like this is standard