Hello guys, I'm an amateur environment artist for games and lately I have been using Zbrush for my game assets, but I'm finding difficulties in UVing a complex model using decimation master as I'm having UV distortion on my Low poly model. However, If I import my model into Maya the UV still really complicated and crazy,…
Within all my experience I've always left a center seam whenever I have mirrored overlap. It's kinda necessesary for baking and pretty useful if you have to do some tweaks, but I realised, that it can probably affect performance within realtime applications. If we take a look at simple example below - symmetrical mesh…
Hello all! Firstly, thank you for taking the time to read my post. I have imported an FBX from 3ds Max into Substance Painter. I have added a pre generated Texture Atlas (Base Colours only) to a Fill layer, unfortunately certain objects within the model display the incorrect colour, in 3ds Max all objects display the…
Hi Everyone ! I've ran into a problem with UVs overlapping in 3ds Max "2014". I mentioned 2014 because I've been using 3ds Max for awhile and never seen this problem before and recently I tried 2014 version. the problem is when I do overlapping UVs ( and save > close 3ds Max > open file again ) my overlapping shells some…
Ok so I'm working on a project were a building is being destroyed. This is done with houdini dynamics. Now because the building will collapse it's already broken up into parts in houdini and then imported again in maya with alembic. I want to project a matte painting on this and bake it into the UV's. The projection looks…
Okay, I have looked into your mesh. What you see is Substance Painter is normal. Substance Painter take into account only the UV that in the range 0-1 (you can't paint outside this range). From there it projects/paints your textures and then use the UVs to determine which parts are textured and which aren't. Therefore it…
how to solve this problem? never had this before. I created proper uv seams in Maya and exported object as obj in zbrush and when i use "Zplugin uv master " uv unwrap with "USE EXISTING UV SEAMS" it shows me this problem. what does it mean and how to fix it?
Does anyone know of a tool that will take uv shells and move them into the 0-1 uv range without changing their relative positions in the uv editor. I'm cleaning up some messy props and artists have their shells scattered randomly sometimes 100 tiles away from zero, I'd like to click a magic button and get these back in 0-1…
Ah, so you create the second uv set all in UDK? Yeah, it was sort of on a whim; I just search about how to create lightmap uvs in Maya to bring into UDK. Since the tutorial specified to use the uv set editor to create the second uv set instead of the 'create new uv set' toolbox, I gave that a try and that worked. :)
I'm using Maya 2018. I'm trying to apply a displacement map to this sphere so it's seamless from all angles. The material I'm using is aiStandardSurface, if that's any help. Displacement map: My UV layout: To do the UV layout I just did 'UV > Spherical' If anyone can give me a hand I'd greatly appreciate it! :D