Hi! Ideally share meshes (low, high) so others can reproduce the issue on their end. You can either zip and attach to a post or share a link to an upload. Not all UV seams must be hard edges, but all hard edges should be split in the UV layout (when baking a normal map).
There are a few issues with UVs in Silo as far as I know. They really aren't ready for serious use yet imo. As it happens in my process, I'm pretty much done with Silo by the time I send the mesh off to UVLayout. I really have no need to go back at that point, so I'm not encountering these errors at all. Awhile back I was…
It's not that Max's uvs tools are bad it's that they, autodesk, just drop the ball the pisses me off. They have acutally made it slower to work with the unwrap modifier. Pelt vs crazybutchers script which has been around since version 5, a free script is more useful and quicker than their jazzy piece of crap Pelt. You…
I am trying to get my head around Texel density. I somewhat understand and I have tried using tex tools.I have been trying to set my Unwrap for my gun to 2048 in the texel density, but when I set pic2 to 2048 and right click on set, it overlaps all of my uvs. Do I need to repack them. I used uvlayout to pack it and if I…
So basically you want to unwrap a model and keep sections straight for panel lines in photoshop, etc? Not sure what Maya's unwrap tools are like, but I would try an external program like uvlayout. It lets you straighten and hold certain edges while relaxing the rest of the mesh. So you could make strategic cuts along panel…
@MrNinjutsu. There is a button in the top left of the Blender uvlayouut that lets you sync the elements. The one on the left allows you to edit elements independently, but the model has to be selected. In the top left corner of the interface there is a button for syncing selected elements. The mesh doesn't have to be…
So I keep noodling this stuff back and forth in my head and in 3DS Max. I am doing an environment based off of the below concept art by Casey Fallon. (Link at bottom of post). Creating most of my modular pieces in 3DS Max, then Zbrush and finally getting them into UE4. The issue I'm running into is how exactly to do my…
Thank you for sharing and nudging me a bit. Appreciate it. I'm going for standard game asset, normal wear, meaning how it would look going into battle or in your inventory. It's been used in battle before for years, but not very recently per se. It should have evidence of being a vehicle for heavy use, but still clean…
You can actually get away with a single uv layout for both layers. Make an atlas layout, no overlaps, all inside the uv square. Use it as-is for your bakes (normal, masks, ao). Tiled textures can have their own per-texture transforms which make them tile across the atlas. You can align the uv islands in the atlas layout…
Hey everyone. =) Final WIP update before final renders, closing in on the finish line! The scene is now in its polish phase. I’ve refined the layout, filled out the spaces with props, tightened up materials, and brought the lighting close to its final pass. I’ve also been texturing several key assets in Substance Painter.…