I'm working on a project that shares certain meshes between assets. Everything has to be in a unique texture map though. I've decided to used the bottom left quadrant of the UV space for these meshes and I've been having some issues getting it go to go smoothly. If anyone has any suggestions that'd be great - I can't be…
I've read a couple things, but can't find a definite workflow. If I have a character with mirrored UVs, how can I create a normal map from the character in Zbrush? One way I was told in Maya's UV Texture editor, move the one half of the UV's off to the side or make them really tiny, then take the model into zbrush, create…
Ah ok now I see what you mean..well, basically at first he divide it into 3 separate part is because to show you the concept of defining a UV shells using materials, and after that he show you another concept of marking UV seams to cut. As you can see unwrapping an object is not only one way, but a lot of ways. Even though…
Hey Doctore, First of all when you are UVing your weapon you said that you have made lots of individual pieces. This is fine but dont UV the weapon when its combined it will just give you a massive headache, UV the individual elements that make up the weapon and leave them to the side for the time being and when you…
I'm having a really confusing zbrush problem. All of a sudden, I lost my UVs when importing FBX to zbrush. The UVs are still there on every other program, just not Zbrush. I tried importing an older version of the FBX and UVs still there. I exported it from Blender 2.79. Can anyone help? I worked with the FBX on Substance…
Hey, I wanted to get some advice on best practice with regards to smoothing uv's. I've retopo'd a character in Maya and done the uv's before I'm about to bring it back into zbrush to re-project details. I remember hearing on a tutorial a long time ago that its best to subdivide your mesh once after you've done the uv's as…
Hey guys. Im just finding out about how to crete a 2nd set of uvs where there is no overlap for use for lightmapping a static mesh. My question is what rules apply to laying that 2nd set out? I posted below the normal set of uvs where I use overlap, 2nd uv set where I isolated all the uv shells but havent yet got them in 0…
There's no need for a second uv-set. What you can do to separate the uvs in the uv-editor is offset the uvs of the face -1 to -1-0 space. That way you won't have unwanted overlapping uvs.
Hi! i hope someone can help me. Im trying to import a house i made in 3dstudio max, to UDK, with no success. Here is the model: http://kepfeltoltes.hu/110227/house_1_www.kepfeltoltes.hu_.jpg Its actually three models, the base, the top and the wood planks. I UV-d them separetly. Here is a sample uv map for the base of the…
Its really up to you what works best in your situation and what your chosen engine can do, if it can handle realtime AO then you don't need to bother about the extra uv set/unwrap for an AO map, likewise if you bake AO into vertex colour, however as mentioned above the quality of that type of AO may not be what you are…