Hey guys, I have a question about uv maps. Whenever I make a model, I tend to have a lot of overlap in the uvmap for the diffuse. My question is. Is it common to have 2 uvmaps: one for the diffuse and normal created from that diffuse. And another uv that doesn't have any overlap which I can use for lightmaps (in unreal for…
Hey, i'm pretty new to modeling, uvmapping and texturing ( Only 3 months experience at this time ) But I was able to make this: What you guys think? Any tips?
Hi, This is my first attempt at UVmapping and painting a character. I would really appreciate some feedback. The character is a Cobra B.A.T from the 80's GI Joe series. Thanks!
Ptex uses per polygon uvmap though. I'm not entirely familiar with how further lods are handled with it but I would assume if you don't make noobish mistakes with your uvmap, it should work in a similar way. Like you keep a few pixel padding etc, it should be good, yeah. Ptex though should just work, but not sure about the…
I am having a discussion with another contractors work. I have been tasked to streamline and standardize the process by which contractors work. I usually don't want to critic another persons work but my boss has asked me to do this. This is so that any artist whatever app can edit the files in the future regardless. So…
I use UVLayout because it's hotkey driven and speeds up my workflow. Different software for different things for sure, but with UVLayout and iPackthat, uvmapping in Max seems so archaic.
Any ideas ? sorry for bump . What mostly I wanted to know is if I can use it to texture the model without have to uvmap every single pieces that are in the order of the hundreds .
Lol ok so , in theory , if we are forced to put seams in a visible plain area is better to align the quads and borders even if in different uvmaps, but the problem then its if there are other seam zones.