Im doing a mechanical mesh that has a lot of overlapping uv islands that mirror or copy. When I 'select overlapping UVs' in max 2012 UV tools it does not work correctly.. it doesn't select all my overlapping faces so I can rearrange and offset and work on them. Is there any tool or script that does this correctly?
Make sure you deselect everything first before running "select overlapping". If you don't, I think it only checks what you have selected for overlapping polygons. Since you're using max you don't have to offset them, 3dsmax has uvW, where other editors are just U(vertical) and V(horizontal), 3dsMax has W(depth). Which…
Yeah, select overlap will select every faces that overlaps, while you'd want all shells but one. You could expand the faces to element then deselect one element, but for a lot of parts, it might be tedious. Renderhjs Textools has the function (found it via google), but i don't see where it stands in the UI or am i really…
I don't mind offsetting them. I'm baking in Xnormal so I'm not sure if this depth trick will work on them or not. Why don't normal map bakers and bakers in general just detect that a shell has already been processed and not double process it? There should just be a option for this. EDIT: select overlapped faces still isn't…