I think I just screwed myself over. I've never done blend shapes up until this project, and I UV Mapped and Textured AFTER I did the animation... which results in the image attached. The UV"s are blending into the shape... Is there a way to disconnect the UV's blending into the other shape? I saw this on the digital tutors…
Hello, I modeled a modular wall facade, and split it in half to stack the UVs to save on texture space. I combined the Two Stacked halves and imported into Unreal Engine 4 version 4.20. When I build lighting the lighting was weird and broken because of the lightmap from the stacked UV's im guessing so I made a second UV…
Two days into trying to built my first scene in udk, and it's already driving me to madness! Welcome to UDK, me. Importing this small modular asset into udk, looks fine in max with AO and Normal bakes applied: Some of the scene blocked out in max, you can see its the little segment of the horizontal beam that sits directly…
Hello, guys, I was wondering how I can divide various uv set for a huge prop for games like a tank? keeping a good texel density? I was thinking maybe for the main body a Tiling texture but I'm not sure. I use to model a small prop that fits perfectly in my UV or maybe sometimes I use two UV sets. but a tank for example…
So with me working with material ID I need a quick way to render in a way that each UV island will automatically have a random color. One color for each individual UV. I want to speed up my process and filling them in Photoshop is a waist of time for me. By render I mean that In a program as soon as I set up my UV's I can…
Hello there- back again with a new question. I'm trying to UV map a very simple chair, but I was wondering if this giant N-gon in the middle would be an issue? Should I connect the verts to make quads/triangles or is it not an issue since it won't deform? Also- is it better for me to have the UV shells split individually…
If it must be a rectangle shape for some odd reason, you've probably done near as good a job as you are going to get I reckon. The stretching has to go somewhere if you are deforming UVs like that. From there I think you would just be spending uneccessary time for little gain moving where the stretching is going to be on…
I'm having some issues with the normal maps Mudbox is giving me. I'm getting all kinds of seam problems and little blocks that are missing. Its not the search depth i don't think, since I've used the automatic recommendation in Mudbox, as well as increasing it further just to be sure. I've laid out my UV's with box-like…
Hello, I was wondering if someone knows how to flatten uvs from multiple objects that have 2 uv sets each to the second uv set of those. So to have an object have its uvs collapsed to map "2" basically (second projection). I need to batch do this for a bunch of objects.. thanks in advanced. -Manu
I use Maya to do my UVs and dont have an issue with the actual UVing part. The issue I have is the Maya UV layout tool. Its awful. Either that or I have no idea how to optimize it the best for my needs. I see some people use things like iPackThat, but I cant find that for sale anywhere anymore. Does anyone have some tips…