Definitely Mark - I can't be perfect with this, but I can certainly be closer then what I have haha. Nosslak - I found a script that equalizes the texel density which is a time saver. You can pick a the uvs that you've scaled to be the density you want the rest of the meshes to match or just use a default density. It…
I only use automatic unwrap for lightmap UVs, where everything needs unique UV space. Even then, I'll tweak those to get better usage. The only other "assist" I use for hard surface UV's is an old maxscript called UV Paint. It's got real limitations though, such as having to convert to editable mesh, then breaking the…
I recently learned that straightening our UVs is a good thing to as it reduces seams and helps in better UV space utilization. I tried the same on a model that I am working on and now I am a bit confused over is it really better to gridify my UVs or to divide them differently. I tried both methods: Less seams and…
Hi everyone, I have a question about Maya UV and UV sets (not sure if this is the proper terminology). I have a scene that consists of separate buildings and each building is uved on it's own in the 0 to 1 texture space. Now I packed each building's uv separate to occupy all the 0 to 1 space and saved the UV layout image.…
Got it, there where multiple things one have to check when encounter that problem.. i write that down for others because i could not find an answer for thatand after alot of trial ans error i share my new "knowledge" :-D I hope this will help somebody too! Problem 1: UVs get destroyed directly after import into zbrush (…
When it comes to "next-gen" uv methods - should we strive to try to have square uv islands by any means necessary? After looking at "Giant Marksman" by Occultart and Bona (https://www.artstation.com/artwork/xzGvV1) I couldn't help but notice the attention to optimization in UVs. Below (work by OccultArt and Bona) Does it…
Except that I didn't do that. Its just a regular old UV layout, it isn't obsessive compulsively welded together to minimize seams, nor is is set up to use a lot of hard edges. For instance, if the sight was meant to go into an engine that doesn't support synced normals, it would need even more uv splits to support the hard…
Hi guys I've just finished uving my character with 13 different uv patches in Max and am having some issues getting textures to entirely fill the desired UV patches. At the moment I've got two gradients (one entirely black, one entirely white) going into the composite map which is going into the mask slot of a material…
::UPDATE:: I'm afraid my lack of sleep has caused me to make an unnecessary thread. I just figured out my problem was the fact that I was still using Actor X for my props. Exporting as FBX fixed my issue. Hopefully this thread will be of use to at least someone. My bad. Hey guys, I have a simple crate model set up with 3…
Hi all. Most of you who are working with 3d programs knows how big pain in a** is Uv mapping, it kills creativity it is slow and everyone wish there would be a magic button to fix it. My question is, we have a automatic unvrap is program such as blender or maya where you can unvrap at 1 click and you are good to go so with…