The problem you're going to have here is actually exporting that 2nd uv channel, as most formats do not support it. When i was trying to get a 2nd uv channel from modo to maya, to export into game i had to do some retarded stuff. What i ended up doing was saving out a 2nd copy of the mesh with the LM uvs and loading that…
Hi, I am a junior texture artist but still looong way to go, Still a learner and want to know about the baking. 1. Does the high poly uv's needs to be the same as the low poly uv's? I know the answer is no, can you please explain it more or can you please link to a detailed article or something? Whether it's x normal,…
Sorry for the cryptic thread title, attempting to fully write it would make it too long. I'll just explain in my post. Low poly model UV unwrapped, then brought into Mudbox for high res sculpting, normal baking and 3D texture painting. Model subdivided up to level 5. Proceeded to sculpt at the highest level, and then…
UDK is messing up both my UV channels when I import. Warning: The light map UV set for static mesh {staticmeshfactory_2) appears to have layout problems. Either the triangle UVS are overlapping one another or the UV are out of bounds (O.O-1.0 range.) I searched google and polycount and tried some other fixes that worked…
I'm trying to figure out the best approach for UV's where 45-50 players will be in one map. Sort of like Fortnite. We are leaning more towards optimization and performance for the game so I was thinking a singular UV set for the whole character would be better. Would UDIMs pose a bigger problem down the line, especially if…
Hey all, Maybe this can be a discussion. A recent response of mine to another poster on this site has got me wondering about workflows, time and efficiency. In this case I'm talking environmental modeling, UVing and texturing in a modular/reusable/hero + tiling/atlas/overlapping UV sense. I've read as many articles and…
Sup people. So Ive been working hard on my first zbrush sculpt. An axe. Upon changing the topology(but not the shape) to support hard edges and quads, i imported to zbrush. I did however neglect to put UVS on the low poly BEFORE changing topology, as i learned this after the fact. So now i have a sculpt that has no uv…
Anyone know if there's a way to get UV animation out of Max and into UE4? I've animated UVs via the 'UVW Map' modifier gizmo, and via offsets in the material itself, but when I import it into UE4 and apply a material the animation doesn't seem to be moving the UVs? I know you can animate UVs directly in the Unreal material…
You could try copying and pasting UV shells. Attach a square plane primitive to it the object you want to UV, these should come auto UV'd and be square. Select the square UV shell in the editor. Ctrl +C. Select the non square UV shell in the UV editor. Ctrl+V.
cheers! now I understand the uv's of the ptex hp.. This is a handy info Anyway.. I found out what the problem was. Somehow my lowpoly had beside of the 0-1 uvs all the other uv tiles active which where used by the hp. So when baking an 8k texture mudbox was processing around 400 additional uv tiles. This totally killed the…