This at least seems more time saving option for me. As for now, what I see in Blender at least, mirrored face works by laying 2 identical uv-islands on the same position, but that doesn't make them a single uv-island in practice. Why can't they become one (2 sides of the mesh, using the same single uv-island) ? Wouldn't it…
You can change it in the "UV Sets menu" in the UV Texture Editor and you can also check which texture is linked to which UV set under Window -> Relationship Editor -> UV linking.
Sorry for the confusion, my UVs before I went into Mudbox weren't perfect, a couple of seams I could work around or fix later, but the UVs were proportional to the model. After going through sculpting, and I don't know why I assumed this wouldn't be a problem, some if the UV's don't distribute nearly enough space to the…
Copy UVs still works even if the meshes don't have identical polygon counts... so I'm not sure how you've come across Transfer UVs not working :( 1. Select your mesh with the correct UVs, and then the mesh with the bad UVs. 2. Now go to Mesh -> Transfer Attributes, then set Vertex Position, Vertex Normal and Color Sets all…
Hi there! I know it's not actually about modeling, but it's a problem. This is my UV line before collapse. But this is what UV lines became after i re-apply UV modifier What's wrong with that thing?
My aim is to use a multi-UV workflow to blend between the normals of unique sculpted bake of large assets which would be in one UV channel and a tiling texture in the other while blending them together. What is the best technique to achieve this
Im doing a mechanical mesh that has a lot of overlapping uv islands that mirror or copy. When I 'select overlapping UVs' in max 2012 UV tools it does not work correctly.. it doesn't select all my overlapping faces so I can rearrange and offset and work on them. Is there any tool or script that does this correctly?
Hi guys, Each time I set my UV to tri planar in Substance painter I get this problem below. However, If I set it to UV projection works good, but I don't want to use UV projection mode because it doesn't cover the entire sphere perfectly, any help would be much appreciated :)
Could someone point me in the direction of some documentation in regards to costs associated with UV seams? Q: Is there a list of good rules of thumb out there? eg: 1: It is generally considered good to minimize the number of UV seams you have? 2: Place your UVs on your hard edges. Thanks!
I'm writing a simple script for my wife, when I click this button it checks to see if one of the UV sets is named lightmap and should producer an error and stop. If it doesn't find light map it should run the second part of the script. For some reason even when light map exists as a UV set it runs the error, but then also…