So I hear so many conflicting things and I'm hoping someone can help me out here. Talking specifically for games: Are Overlapping UVs acceptable or not? Why or why not? Do I have to stay in the 0-1 space of a UV map or can I put some UV shells in the other available space? If so, why or why not? I built a simple wall and…
Hello there! I've been lurking theese forums for quite some time now, just searching for insipiration and learning new tips and tricks. Untill now I didn't really feel I had any questions on my own. But well, now I do! Anyway, lets jump right down to it. So, im still studying Maya and at the moment im trying to learn UV…
Anything that hangs outside of the 0,1 space will tile. It is perfectly acceptable to have your UVs look like a rats nest with UVs hanging out far past the 0-1 space, IF you are using tiling textures. Below is using a tile texture and it helps to offset the UV's to help avoid repeating details. You can also add strategic…
The issue is that scale of your mattress UV islands are too small. It's only using a few pixels of your texture. There are a few things you can do to improve this. Scale up your uv islands in a uniform way so you take advantage of your uv space. Arrange your uv islands so they use up as much of your uv island as possible.…
So I really want to know from everyone out there who is a professional Artist of minimum 3+ years only... Should UV island grouping be something that is still valid on a UV sheet considering we don't often use 2D software as much now to get results? As a 5+ years professional myself I am constantly wondering why we still…
Hi I'm working on texturing a model right now For some reason, the UV's I had laid out on my model disappeared while i was texturing it, so there was no UV's meaning I cant export my Polypaint as a texture map So I brought my original mesh with UV's laid out into Zbrush and copied the UV's from the original to the current…
Heya, Is there a way to snap entire UV shells together in Maya? I know you can snap UVs together, but I can't seem to find out a way to snap an entire shell (similiar to a mesh) in the UV editor so I can have perfectly overlapping UVs.
You can always download this: http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/nightshade-uv-editor Has a feature for stacking UV shells. And in case they have different orientation you can also orient UV shells. Two button clicks and you get what you want. Also - upcomming feature: Matching UV…
Make sure you don't have some other UV editing tool active when trying to select shells. Press Q and try your selection again. As far as I know, Maya won't know how to overlap specific UVs unless you overlap them manually or mirror your geometry after packing your UVs. The "per object" setting in the Layout options is…
Though I normally advocate stacking UV islands to increase texel density of your textures, if you are using tiling textures anyways it is better to lay out your UVs uniquely, that way the UV layout can be used for both your texturing and your lightmaps as well. If you are stacking your islands, an easy way to quickly…