MODO | Convert UVs to Mesh This short video introduces the Convert UVs to Mesh command.
This powerful command converts a UV map into a separate Mesh Item or a
morph map. It makes a for a great guide for placing geometry that will be
wrapped on another mesh using UV Transform.…
Hi guys Please excuse my bad english, I do my best. :) I have a quick question about the create a UV layout. My model is build of only quads. After triangulating I have double checked the UV shells. I use UV layout professional for this task. The interesting point is: If I flaten out the UV shells again (after the…
Hi, I recently got into a habit I am not sure is the right thing to do: design uv shells that simplify texturing. For example, I have this bar counter that made of wood planks: To make texturing each planks easier, I did this to my UV (texture border highlighted): Having these UVs makes applying materials in Substance…
It there some tool/programm that generates a map of the directions of the UV. Like when you have a face UV upright in your texture and then rotate it 90 degrees that map will show that rotation through a color. To illustrate: This are the 360 degrees of a flow map: A upright head with the UV direction just roughly painted…
I have simple mesh. I first used UV master to create UV on it, and then exported mesh, to external map for further tweaking (seams). After that I imported the uv maped mesh, and used UV master to copy UVs from imported mesh to my original sculpt This is how UV map supposed to look: And now simple displacement bake: I think…
another question :D is it possible to edit UV's inside zbrush? usually when i generate UV's with UV master, the unwrap is pretty good but the program is unable to pack the UV in to the square properly.. is it possible to edit these UV's inside zbrush? its just that I like the normals baking system in zbrush because its…
So lets say I have a Static Mesh, we'll call it WallMesh. My UVs for the Diffuse Map are set up and utilize overlapping to get the most out of the texture. I also want an Ambient Occlusion map for the WallMesh, but can't use the same UV's because of the overlapping. So I create a second UV set in Maya, by copying the first…
Splitting the uvs means the uvs need to be separated. You would split the uvs into 2 separate shells, and move them a few pixels apart so that there is a gap between them. I'm sure you know how to separate a uv shells since you've laid out the uvs, you can break the uvs or map them separately in order to split them. They…
Hey guys, I was unwrapping my mesh when I saw several tutorials where the UV shell ratios were always constant, and the UV tile was also always very tightly packed. I'm not sure why, but I think that for my unwrap the only way I can pack my UVs tightly is if I scale some smaller parts up, and I can only get a constant UV…
https://imgur.com/a/xpeOX86 I have read a lot about maya and UV, but I still have some confusion on uving multiple objects in maya. I am creating a scene to create a short cinematic video in unreal engine and colouring the model in substance painter, but I am still confused with uving my model. This is some of the problems…