HI guys. I'm having a really hard time exporting my pieces from Zbrush to Maya. I finished my high-res model on zbrush, and I used the uv Master in most of the pieces. For the ones which the auto mapping wasn't good enough, I would Uv manually on Maya. So I used GOz -> Visible (when using All, for some reason, many peices…
When i have a simple geometry its easy to produce viable UVs with automapping. The problem is when i use "insert edge loop" i cant make them at the grid lines. You can insert the edge loop and change them but this sucks because you stretch the UVs. Bevel is no option because its destroys your UVs much more. When you have a…
Unwrapping UVs are problematic enough for my students that I've created two Maya UV unwrapping tutorials on the topic: a Character UV tutorial and an Environment UV tutorial. When unwrapping in maya, you don't do it all in the uv editor. It is easier to select faces in the 3d viewport, and then apply mapping either in the…
Hi all, Been encountering weird issue in Unity during light bakes as you can see from images below. Note this is showing in UV Charts of Unity and not the texture uv or lightmap uv. *There is no overlapping in lightmap UV, no inverted islands or out of 0-1 space. *Randomly happens on surfaces with rounded edges ( low / mid…
Hi, I'm trying to find a way to mirror the UVs without changing the vertex order. That means, NO GEOMETRY MIRROR. I work with zbrush and since I want to sculpt to get the shape right to do the UVs, I always end up with non-symmetrical UVs. I would like to know if there's UV tool that would enable me to do that. Anything…
Hey guys, I have been working on a Ka-Bar combat knife which features a long blade. In order to get the most UV density I cut the Blade UV in half and would rely on tri-planar mapping in Substance Painter to get around the seam. I applied smoothing groups to UVs and baked. I don't get any visible seam with the textures but…
Hi guys, long time no post :P As It has come to my attention, you can not have overlapping UVs on Zbrush. This is a bit of a problem, since when making game models, you almost always have to overlap UVs to save some space for more detailed textures. This made me think of which is the best and easiest way to solve this…
Hopefully some of you have the Max8 demo.... When editing UVs, I'll usually make a poly selection of an area, apply an unwrap, and then edit the UVs. What I'm seeing in max8 though, is that after selecting the polys and going into unwrap, I cannot modify the UV's if I go from vertex to poly selection in the unwrap UI. The…
I am a bit lost. if you want all chains having the same UV /texture you shouldn't do anything and uncheck "use base mesh UV" If you want each chain having its own unique UV you basically need to turn nanomesh object into regular one, export somewhere and then auto pack all UVs into 0-1 space . In Blender for example. Could…
UV Toolkit is a set of tools for fast and high-quality creation of UVs for games and films in Blender. UV Toolkit 2.0 main features * straighten UVs * alignment tools * selection tools * check crossing UDIM border * tools for create overlapping UVs * easy use of custom checker textures * customizable pie menus…