Hello! I am new in 3D, so I have a noob question about UVs, seams, and the following render in Arnold. Currently I am checking the following pipeline: 1. High poly in Maya. 2. Low poly in Maya. 3. UVs for the low poly in Maya. 4. Baking in Substance painter. 5. Exporting the textures back to Maya and rendering in Arnold.…
Hi all, Been encountering weird issue in Unity during light bakes as you can see from images below. Note this is showing in UV Charts of Unity and not the texture uv or lightmap uv. *There is no overlapping in lightmap UV, no inverted islands or out of 0-1 space. *Randomly happens on surfaces with rounded edges ( low / mid…
Hi, I'm trying to find a way to mirror the UVs without changing the vertex order. That means, NO GEOMETRY MIRROR. I work with zbrush and since I want to sculpt to get the shape right to do the UVs, I always end up with non-symmetrical UVs. I would like to know if there's UV tool that would enable me to do that. Anything…
Hi guys, long time no post :P As It has come to my attention, you can not have overlapping UVs on Zbrush. This is a bit of a problem, since when making game models, you almost always have to overlap UVs to save some space for more detailed textures. This made me think of which is the best and easiest way to solve this…
Hey guys, I have been working on a Ka-Bar combat knife which features a long blade. In order to get the most UV density I cut the Blade UV in half and would rely on tri-planar mapping in Substance Painter to get around the seam. I applied smoothing groups to UVs and baked. I don't get any visible seam with the textures but…
Hopefully some of you have the Max8 demo.... When editing UVs, I'll usually make a poly selection of an area, apply an unwrap, and then edit the UVs. What I'm seeing in max8 though, is that after selecting the polys and going into unwrap, I cannot modify the UV's if I go from vertex to poly selection in the unwrap UI. The…
Hi Polycount forum, I have a problem and couldn't solve it. I lost so much time. I first applied zremesher to my model. Then I wanted to prepare UV for Maya but whenever i try to do UVmaster = Unwrap. there are too many (372) UV. What is happening and how can I fix it? Thank you. .
I am a bit lost. if you want all chains having the same UV /texture you shouldn't do anything and uncheck "use base mesh UV" If you want each chain having its own unique UV you basically need to turn nanomesh object into regular one, export somewhere and then auto pack all UVs into 0-1 space . In Blender for example. Could…
UV Toolkit is a set of tools for fast and high-quality creation of UVs for games and films in Blender. UV Toolkit 2.0 main features * straighten UVs * alignment tools * selection tools * check crossing UDIM border * tools for create overlapping UVs * easy use of custom checker textures * customizable pie menus…
Hey, Looking at the number of new brush-based UV editing tools in latest Maya releases it is clear that Maya devs like such tools pretty much. I thought that this is a good time to ask them nicely for a long-wished Straighten UV functionality for Maya, which is [in my view] also a great candidate for a brush-based tool —…