Not having any issues with the built in Maya packer, have been using it for years to pack lightmap uv's. Supports shells spacing, non uniform scale and since maya 7 it also supports packing shells based on shape rather than bounding box. What exactly are you finding about the tool that is not working?
Make sure any of your stacked UV shells/ dupe meshes that you are using to share textures, are pushed outside of the 0,1 UV grid space. It could be that your stacked UVs that have no appropriate high poly are over-riding your unique UV shells that are trying to bake from the high. Make sense?
Ahhhh I see. I used TexTools to apply smoothing groups to UV shells across my whole UV map. Should should I select both these shells and apply one smoothing group to it: Because for this object I need a seam somewhere... Please tell me what's the right way to go.
The rotated UVs don't cause distortion, they're all handled in vector math. They can cause pixel bleed, but it's only an issue at lower resolutions. If that example was actually 4x8 pixels you can see where the two shells share the same pixel. Personally, I think that it's best practice to straighten uv shells when…
Hm, are your Smoothing Groups going over 40-50° ? Cut your UV Shells and make the sides planar. Then add a new Smoothing Groups to UV Shells with TexTools. Also select all Vertices in Mode 1 and then Press Weld with 0,1 . Maybe some Vertices are not welded. Looks like youre doin millenias tutorial? :)
if the anggel is less than 45 degrees then it should be fine with one smoothing group (soft edge) and no break in the UV shell. If you have to have a break in the shell you will get aseem but if you do it properly the seem should be very minimal. Its hard to say what your issue is though without any pictures.
Looks like you have a ton of ray misses going on. Look at the meshes in xnormal and activate cage to see where your rays are going. Also, as Earthquake said, don't rotate your straight UV shells. A little less texture sharpness is preferable to shells rotated at odd angles and the aliasing/stairstepping artifacts it…
You will also learn a lot from the questions you get from customers. The number one question I get is "How do I...". I sell mostly particle assets (currently) and it is surprising how many people have no idea of how to instantiate, trigger or use events to spawn particles in their scenes. What I would do differently now is…
Today I made a quick test using posed actors on the scene the results are mixed for me Pros: - I do really liked have some people on the spaces I built, it gives a believable "life" Cons: - I only have a few of this actors, I need at least 15 - The actores are scans, so they had a blocky hair, I can try draw some normal on…
chrisradsby: Thanks Chris, glad you made that comment. I've switched the thumbs to colored versions. Does that look better to you? I think I'll keep to this new format from now on. LRoy: My current workflow for creating a diffuse is as follows: Export my 0-1 UVs as a 32-bit Targa image file. Import the image into an image…