Yo fellas. I recently created a flag mesh with cloth tassles. I have 2 UV sets on it, the first for the base diffuse detail and the second for my baked lightmap and normal map. I have done this loads with a static mesh and never had a problem so I have no idea why I am getting errors with a skeletal mesh. The error I am…
Hi all, this is my very first model on mudbox. I got mudbox 2011, started with a very low base mesh in 3ds max 2011. Scaled it down, since it is too big for mudbox, and started sculpting in mudbox. I had during the time found out that my uvs is stretching. Did a couple of paint tests and yes it jumped and stretched very…
Do you want one UV Map texture that consist of the UV Maps of two (or more) objects? if yes, you first group the objects and then add the UV unwarp modifier and then adjust the UVs, the you hit the "render to texture" button, there you go. You'll have one UV Map texture that have the UV maps of the objects. You can save it…
got some probs with uv packing within 3dsmax. if im scaling the uv chunks in v direction, i cant pack the uv anymore. if im trying to, the chunks starts to rotate around. i dont use rotate in the packing menues but they keep rotating. is this a known bug ? are they other plugins for max that handle the uv packing better…
...hell i can't even get them to snap...midas well see if i can get any more traditional solutions for my problem...that and actually explain my problem. i typically polypaint my textures, and i rarely bake them and most people that do hand painted diffuse textures seem to be able to get away with cutting their uvs into…
Hello polycounters this is my first post here, I intend to be hanging around these forums a lot trying to absorb all of this information. Looking forward to it! I have a quick question, working in Maya 2009, is there a way to move edge loops and verts without distorting the UV's. My problem is that I have models with…
So much trouble for a box mesh... Low Poly UV layout: Mystery UV set that xnormal is baking to: "Match UVs" Enabled seems to use the correct UV islands however the bake is completely hosed: What the hell is this? :[
Hey all. I'm getting my butt kicked in Maya right now and am looking for any help.. So I have a Red (vray) material plugged into a vray blend material. I want to add decals over this material using coat materials controlled by masks. I want to be able to "project" the decals using plane UV projection, but I do not want to…
I'm having trouble coming up with an intuitive way to transfer new UVs to characters that have multiple subtools. When i'm done sculpting I've been using the SubTool Master plug-in since it allows me to easily export all of my SubTools at once instead of doing it one at time. I prefer to do my UVs outside of ZBrush since I…
OK, so I'm working on a character unwrapping it and all. Then I saw another character made by someone else and its UVs and I was wondering how I could achieve similar results as it. This is what the UV looks like - Results I want to achieve I'd like to know how I can get it to be this squared and not distort the shell This…