So here's the issue guys, 1.I have sculpted my creature in Zbrush (I started in Zbrush with Dynamesh) 2.Retopologized by taking the lowest subdivision and further edited it using Maya's new retopology tools 3.UV'ed it 4.Gone back to my Ztool and exported subdivision 5 of 6 as .OBJ to maya 5.Used transferred attributes to…
I'd always been wondering why i couldnt move uvs(shells)in Maya UV texture editor free. They jump, move back when it's close to another uvs(shells) it loocks like some kind of option could be unchecked to disable that.:poly121: Does anyone can help me with that? Thanx in advance!:poly121:
Anyone got a script that select uv shells by size, for example I want to click a button on my model and select all uv shells of the current uv set that are smaller than a certain size.
This isn't meant to sound condescending or anything, its just the result of me getting my wires crossed somewhere LOL. Basically, I'm PRETTY confused. I've always learn't to make texture maps by simply using the "Unrwap UVW" modifier in Max, and that was the only process necessary, then I go and make the textures in…
Hi all, I've got a unwrap problem. I don't know if it's my plugins or not, but I got this frustrating problem theses days: - I got a model - I unwrap it with the modifier "Unwrap UVW" - I unwrap it perfectly - I collapse the "Unwrap UVW" - When I re-click on the "Unwrap UVW" modifier, and I check out my UV, it's gone! They…
I used blender to create a low poly version of my sculpt and it's parts. I then combined all the parts to have them all in the same uv map, but when i imported it to substance painter all the uv maps are split back? You can even see the spaces where the uv islands are missing on each texture set. Is it because it's…
Hi all, when UV unwrapping a character, do you advise increasing the texel scale of UVs for areas that require more detail such as hands? Or making sure to keep texel scale consistent for the entire character? Last full character I finished I polypainted in Zbrush so UV scale of realtime mesh wasn't as important since I…
Hi Pior, thanks for the reply! My center line where the UVs are mirrored is not flat. Maybe that’s my issue? I’ve only been baking with the full model (with half of the UVs in 0-1 and the other mirrored half in 1-2 UV space) both in Marmoset and in Painter and both show seams when baked. I’ve also tried to put those maps…
So i tried some hours but i still don't get why some parts are stretched. This UV Layout is the raw one, unchanged by me. The only thing changed is the size that is averaged automatically by blender, but what didn't change the scale of the big parts. Those red lines in wireframe mark where blender cuts for UV Unwrapping,…
So, the 3D Coat forums are bad for me so I'm posting this here. When I import a mesh in to 3D Coat the UV's vanish. They show up in Mudbox and Maya. Is there a special way to bring UV's across or does 3D Coat not support importing UV's? I chose the 'Repair Scanned Mesh' option and a few others but no luck. I just need to…