Hi there i made a script for automaticly assign a texture size based on the texel per unit settings. this is used for a lowpolymesh to bake with a highpoly. since the bake functions in max are a little limited, i implemented a port to xnormal as well. works pretty fine but there is a huge problem. to get the lowpoly mesh…
I think some of the misunderstanding comes from incorrect use of lingo. What you are refering to is UV sets. The UV layout is simply the placement of the UV shells, while the "slot" where this placement/layout is, is called a UV set. Yes, the UV layout are supposed to be identical for all texture maps - not just the…
You may have extra UV sets associated with the meshes. If you have something other than the default map selected then when you combine meshes maya will switch it back to the default one. You can still find the other one in the UV editor, if you hit the UV sets menu is there another map in there? If there is another map in…
My Issue For convenience I've built a skinned character mesh using a base mesh head (with several morph targets for all head types). Each morph target has it's own UV set and baked normals/ao etc. Our target engine is Unity3D. I have the blenshapes working but I'd hoped that the UV data would get offset along with the…
Hey polycounters, I am having an issue with Max at the minute that involves my UV channels for setting up my lightmap. I used to use Maya and setting up 2 separate UV channels was easy and when you clicked between them the UV layouts were kept however you laid them out for each individual channel. I am having a couple of…
Hi all. Its there a way to transfer UVs under this conditions ? : 1. raw scann data retopo with Qremesher, detail transfer to new mesh, clean problematic areas and, adding details and etc. the "RAW" scann still in subtools with UVs and texture - is there a way to transfer the UVs and texture from raw scann to the new…
https://polycount.com/discussion/comment/2794716/#Comment_2794716 here, I just figured out a good way to do it. this thread shows several ways to do it, but, the last way I just did it, is superior to every other way I've tried. I also explained WHY spheres are such trouble and WHY they have to be done a certain way to…
Hi everyone. Is there a script or a way to select overlapping UVs in the UV editor? I envision that I could run the script, it would select all UVs that overlap, and then I could go into the 3d view of my model and deselect 1/2 of the UVs and move the other half out of the UV space for baking. Basically, I'm working on my…
You need to remove that circular gradient or combine it with what OkiDoki suggested to have sort of a variation. There are certain texture patterns particularly gradients that are not possible to be seamless thats where in between parts come in to hide those seams. Blue orange and black will also bleed on UVs of your floor…
This is a question that has been bothering me for a while regarding straightening UVs. The model on the right is how Roadkill unwrapped it. The uvs for that are the curved UVs in the Uv editor. The one on the left is after I went in and straightened the UVs. Is it better to always go in and straighten Uvs like this? I know…