What are all of the ways to add textures to an object and in particular a ground poly? I know there are UVW Unwraps and UV Maps, but is there any way to texture without a UV for something like a terrain or road or something? For example I found some YouTube videos of some people making roads in Photoshop but they did not…
I'm working on a really simple model but ran into a problem that I can't figure out. I've used overlapping UV's for symetrical parts of the model and offset the overlapping sections outside the uv space for baking. I've tried using both xnormal and baking in max, both throw up the same issues. Here's what the model looks…
I think It happens if you change the topology in max and vertices get reordered. The uv verts get shifted when you replace a previous model in ZB. You can fix it in ZB, under UV Map>Adjust>cycle UV. It will "rotate" each uv face by 90°. Press it till your bake looks good.
move the uvs to the second uv tile from 1-2... the only downside is that you cant cross the border line between the first and the second uv tile... afterwards you could merge the two textures in photoshop and scale the uvs back... have you tried to import a 2:1 texture as layer and paint on them..?
Hello everyone! I am developing an asset (low poly digital Twin) for VR (in Unity), with LOTS of parts…meaning the UV space will contain a lot of islands etc. In the scene, it will mainly be just this asset. I created the asset implementing Atlas maps and for a 'few' parts with a pattern they had their own unique UV space…
Hello! I'm new on this forum. Maya isn't new for me, but it's my first time in the UVs. I'm actually working on a 3D model I created in Maya, and I need to create the UVs. I would know how to cut them for my model. I mean, I know how to cut UVs, but for my model i'm kind of confused. I've tried to cut them In circle with a…
Hi I am a max user learning maya. In Max I can explode my UV's to UV-islands based on smoothing groups. How do I do this in maya? I am using maya 2017 where is the function for exploding/separating uv's based on hard/soft edge? Cheers, thanks for the time.
Hi! So I've watched videos from flippednormals and in one of their unwrap videos they mentioned UDIMs and I used them on two of my models.. but then this morning i was like ' is this really okay for games? ' and i searched this forum and I saw a lot of people being like ' no, it's not okay ' and now I understand it's more…
Home sick on a saturday and decided to dust off the old modeling skillz, it did not go as planned. I have am autodesk account from work and don't own ZBrush, so Mudbox it is. My problem: I have a model with some layers and halfway through I realized that I wanted the head on a separate UV tile, so I edited the UV's in modo…
Hi, I have been wondering about this. When I author a material in SD, I am able to change the material tiling factor to check how it may look with higher UV scale. SD (this is under 3d scene -> materials -> edit): SP: While that works, I believe it isn't the same as the UV scale for material in SP. When I examine the same…