Hi guys, I'm trying to export this UV MAP with the image placed in the correct layout, but because I set it up to Box-Layout. The UV Editor's image is covering the whole UV Map. Is there a way to make that image place ontop of the islands like it's doing on the model ? ,
In case approximately the same texel density (i think this is what you are referring to) is enough, I can think of a more or less easy solution: Use the UV test grid texture of Blender while unwrapping your meshes. Just create a new texture with the UV test grid and unwrap all your meshes on it. You can then scale the UVs…
As you can see here I UV mapped it fairly well and there is no UV overlap of the highlighted UV islands. But when baked in substance painter and in Marmoset these issues appear. The issues circled are mirrored geometry so the issue is in 2 places. The low poly is in FBX format and the highpoly is in OBJ format since the…
Hey there man, thanks for your reply! Yeah, I actually want to not tile the moss at all on the rock. I have made a separate UV set for the model that is laid out specifically for where I want the moss to be, and so that it's texel density is really high, so that when it lays on top of the primary rock texture it looks as…
Make sure 'Assign shader to each projection" is unticked under the 'create UVs' menu and make sure the 'Create new uv set" is unticked in the projection windows. You'll want to consolidate those multiple uv sets into one uv set, less it'll send the draw calls through the roof for a single asset.
I tried using Pack UVs but I can't get the scale of separate uv shells to match. Pack UVs with only 'stretch' checked doesn't match the scale perfectly. I know Relaxing with 'Adaptive' gives proper scale to all islands but i can't use it like that this time. Any way to do it easily ?
Hey all, just wanted to ask people their opinion on when its suitable to use mirrored UVs for objects? I’m just working on a piece of wall for a prop and thought about using mirrored UVs (both sides of the wall are mirrored on each other), but was concerned about too much repetition in the texture. I thought about just…
Is there a way to move frozen UV vertices in the UV Editor in Max? I know it sounds counter-intuitive. But I'm basically looking for a UV-pinning feature. Mark some verts to be excluded from Relax.
Max doesn't really support non-square UVs really well so you have two choices. - Map everything to the lower 1/2 UV space, then export the UV map and crop it yourself in Photoshop. You can use the pixel offset tools in TexTools (search this forum for it) to make the scaling very easy back and forth. - Map everything to a…
So - I'm picking up 3d work after not doing it for like four or five years and I'm curious to know if the conventional wisdom for UV arrangement is still the same as it was when I first learned to do it. My habit is to try to minimize the number of seams, and to try to place them in natural breaks in materials and in…