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…
Since the part that is going to be a screen will be a seperate material, there is no need to have it in it's own UV channel. You just map out the body where it should go, and then the face/screen where it should go into the 1st UV channel, and then do the lightmap UVs as usual and you won't have any complaints. You don't…
UV Coordinates are more like a percentage(0,1) 0 - 100% of any texture size. This means that the size of your models unwrap should not be taking up more visible space in the unwrap editor but in the actual texture you will be baking later on. 1. The size of your model does not matter in UV space. 2. You should always use…
I'm working on a cartoon-ish Ancient Roman general's office. At the moment I'm making a set of measuring scales, but I'm having trouble with doing the proper UV layout. I've attached pics of both the model and the UVs. I'm using Maya and the Automatic mapping for creating the UVs and then I just sew the edges together.…
So I am trying something different: - Bake an ID map without dilation. - Use Edge Detect to generate a map of UV shell borders. - Try to soften the edge a bit, create a Fall-off map from that. - Then use it as a mask to blend Normal/Base Color/AO maps. I got to this, you can see the details are weakened as it approach UV…
That pinching along those edges are a classic case of hard edges without a break in the UVs. For optimal performance you want as much of your model in 1 UV shell, and as few hard edges as possible. A nice guide to learn this: -Keep everything in 1 UV shell as long as it doesn't create stretching. -Have no hard edges at…
Hm... What if you use 3 different UV sets instead of UV tiles. So all the UVs would be 0-1, but with different UV sets for each tile you want to create. Then change the output UV set accordingly in Transfer Maps.
No matter where I search, I can't find any way to assign a UV seam in Modo for unwrapping. I'm concerned the option isn't even there. I know that if I select edges on the mesh before unwrapping it will split the UV, but this only works when selecting a complete edge loop in order to create a wholly separate UV island.…
I believe UV Deluxe or Nightshade UV should work for pixel density with UV maps. http://www.creativecrash.com/maya/script/uvdeluxe http://www.creativecrash.com/maya/script/nightshade-uv-editor