in short: how exactly does the irritating uvChannel work in 3dsmax,- cause I got lost in its logic cant automaticly store/ recieve data. the long run: been working on my UV scripts and trying to bang my head into the channel stuff - but all I get is non working results. Each time I edit specifically a certain channel…
Hi everyone, I am updating my portfolio and will be showing UV maps alongside my new models. Are there any general expectations/standards for how good UV maps should look in general? My current model is somewhat organic in shape and the UV map looks weird to me. There are no issues such as texture stretching or overlap, I…
At first - sorry for my english. I have an object, and unwraped UVs for it (for diffuse texture) on 1st map channel. I choose again 'Unwrap UVW' and change map channel on 2nd, then click 'Edit UVW' and I'm changing UVs for e.g. lightmap (or I'm doing it automatically by some program) - and ethg is allright. And now, when I…
This is one thing i've wondered for a while now. Although i've been unwrapping for years now i still dont figure how various maps like those seen in games like RE5 for instance have dead straight texture seams. I know how to straighten seams using polyboost or textools etc but why would you do this as surely its virtually…
I'm doing curvature bake from a lowpoly mesh. Obviously, this results in a 1px wide curvature lines being left at the seams, since nothing like curved chamfers exists on a model. I'm interested in widening the convexity and concavity lines to get a certain world-space radius consistent across all my models. The most…
Hello there, I use Max 9 I am pulling apart the UVs on the house from my portfolio site, Im almost done the textures, but I noticed that as I went through and grabbed my UV's that certain faces were not needed, or that I wanted to add stuff here and there in the sub-object level... What I was doing was collapsing the…
Figured it out! Turns out it is tied to UV seams, luckily only the seams in UV channel 1 (or 0 in UT3) will create these lighting seams. So basically i made a junk UV map for channel 1 and just did a quick planar map with no seams in the UV map. Didn't spend any time making this UV layout look good. Then just moved the…
Okay, so I'm aware that splitting your UVs by smoothing groups will result in a higher quality normal map. One thing that gets me though is how you go about this for objects that might have numerous 90 degree edges with narrow polys. If I were split each edge in the UV then I'd get a better normal map - but this would…
I seem to have run into an issue where indirect lighting is not baking if I use World Space coordinates for my UV's. I want to do some prototyping in the FPS Template so I've setup a grid material, and would prefer to have the grid line up via world space UV's. Not getting any indirect lighting from lightmass both BSP's or…
Im using textools like was suggested, but ran into the following issues: 1. I lose the UVS when converting from UVW to XYZ in textools . I setup a plane attached to the mesh I'm unwrapping and map it to fill the uv space (000 to 111) but the uv's are lost when running the textools script which means my ref plane needs to…