I think some of the misunderstanding comes from incorrect use of lingo. What you are refering to is UV sets. The UV layout is simply the placement of the UV shells, while the "slot" where this placement/layout is, is called a UV set. Yes, the UV layout are supposed to be identical for all texture maps - not just the…
I just re-looked at your UV layout and it isn't that bad. I was looking at your UV layout from the normal map bake and thought that was your real layout. So yes, your normal map needs to bake to your first UV layout. There is a setting in the baking options, make sure it is set to the correct uv set. Sorry for…
1) What software are you using to bake the normal map 2) Are you using a cage? Imagine your UV's as a canvas. On that canvas different maps need to be applied using the same layout e.g. normal map, Ambient occlusion, Albedo ect. will all use the same canvas. There are exceptions to this sometimes however the vast majority…
Hello everyone! First of all, I want to apologise for the stupidity behind this question, I'm sure it has a very simple answer. I have 3ds Max 2014. I am getting quite proficient with the actual modelling part, but when it gets to generating normals I get a horrible mess of random model parts, whereas my UV's are nicely…
Your UV layout is causing major issues here. A good UV layout will help out with a ton of bake problems and then we can identify the other bake issues. You should take time to fill the entire UV canvas with the shells and try to keep them as straight as possible and oriented to fit as best as possible. You should aim for…
Ah... sorry about that. It was late. Anyway, this is what I'm trying to generate a normal map for: http://www.mediafire.com/view/p98rwafw79lsuqh/overview_pic.JPG This is what the Uv's look like: http://www.mediafire.com/view/kp4pcxp2f44u2zn/uv's.JPG And this is what the normal map generated…
Yeah ahahaha, I thought I'd done it worng when you said that. I spent about an hour packing that in as neat as I could, and I was a little crushed inside when you said it was horrible :) I thought I must have missed a setting somewhere that told it which UV to bake off of, it was the only reasonable explanation I could…
In the render to texture options, pick "use existing channel" for everything, and make sure it uses channel 1 for the UV (the same in your UVW Unrwap).
Quack! said: Yeah, I knew I went overboard with the islands. That was reduced as much as possible. Thankyou for the advice, I'm going to continue with another model now, and apply what you have told me. Anyway, heres a link to the model if anybody was inclined to look at it:…