Hey everyone, I modelled a dragon in maya, but when I started to cut the seems for the UV, I noticed that there where already some seems. But the problem was that i wasn't able to sew the seems, so I imported the model as a fbx into blender for sewing the seems. After that I imported the dragon back to maya and everything…
I'm not positive this is what you want, but there's an old thread on here that saved my bacon when I was recently trying to UV a bunch of poly strips. 1) In the UV Texture Editor, Polygons > Unitize will make all selected UV faces fit the UV space. So a bunch of squares stacked on top of each other. 2) Select all the edges…
Straight to my problem. My problem is below as you can see my 3 uv shells have same texel density but I cannot layout three of them in one uv space because of the third uv shell. I am able to pack two uv shells but the third is a big problem
I have experienced many problems with unwrapping uv's in 3ds Max. Last time it costed me quite a lot of time and frustration. The problem I am having is that i don't know which uv's are actually good, for texturing in Photoshop. I did quite a bit research on this, and i find that it can be done in many ways and usually it…
I was having an argument with my co-worker other day about overlapping UVs. We both work in game industry.We talked about AAA fps and his opition is that overlapping UVs on props are still relevant. (He also likes to not have same texel desity in UVs :anguished: ) I am trying to prove him he is wrong :DDo you still use…
That uv projection exists in 3d max since v5 and one version it worked , next didn't then again sort of working but with tricks because half of uv vertexes fly away . I stopped to bother years ago and do it in Blender where it works just fine all the time. Nice to know it seems like working again now . Why wouldn't they…
You could always save out a UV layout for each finished piece and save over a main one you use in the UV editor. in other words: 1 unwrap a piece. Save the UV layout. 2 Use the UV layout under the next piece. Add the next piece's layout to same image. Repeat. In this way, you have a visual representation of the used space…
Alright so, I'm working on a character and made kind of a stupid mistake....I have a version in Max that is setup for diffuse, and a version in Maya that is setup for a normal map. Each version has a separate UV set layout and the normal map is already perfectly baked and is being used However, I'm realizing that I can't…
Im trying to create a rotating chain, the rotation will be done with a material which is why i want to keep the UV linear as you see in the picture. I used a sweep in Cinema 4d to make this mesh, the UV get distributed just fine along Y axis but not X, the polygons are all equal sizes which causes alot of stretching. I…
god dam i'm sooo pissed at zbrush right now. in maya id be long done but i can't get this done right. i am making a pillar the low poly is 16 pollys. but it's too low polly for the stupid uv master plugin and the original uv thing in maya is disgusting and always dis-figers the map. is it not possible to open up the uv map…