in other words i need 2 textures and 2 UV?? i think i try it but not sure I understood everything correctly.. But thank you, I have something to think about))
Oh, thank you.. i have no questions about maya UV creation but texture setup in UDK scares me.. The main question to you - I have to draw new texture for second UV or just asymmetric part?? And optimization side - which is better: fully unwrapped model or model with 2 UV channel??
As far as I am aware, UDK is able to use multiple UV channels to apply textures to a model. If your first channel is left as it is (overlapping) then all details will transfer from one side to the other - an economical use of texture space, but one that can't make asymmetrical details. To create a second UV set in Maya go…
Hey comrade, it's good to see another Russian on Polycount. So are you basically doing the whole model in Mudbox and then retopo-ing it into separate elements in Maya to get some perfect Sub-Division Surfaces? Got any special techniques for texturing the metal? are you projection painting in Mudbox? I love the scuplt, some…
You could get away with just making the decals/Spongebob/numbers in a texture sheet with an opacity map in the Alpha channel to mask out the details. (This mask could then be plugged into the Alpha of a LERP, while your first and second textures go into the A and B nodes.) You'd then be able to just make a UV island in…
Thanks guys.. Shoy333 nothing special - just 3-5 screenshots from mudbox for each view and then merge them in photoshop.. this texture work for fun because lowpoly version of this guy will be fully symmetrical; unfortunately i cant use any nubmers, words or even Spongebob's photo on symmetric model cause in other side it…