Hi everyone ! I have some problems understaning how custom UVs inside of a shader work. For example if i want to have a planar Mapping i do this in Unreal: and i get this: What is correct. But my point is that i dont understand why its working like this, and so i cant do more complex things with this method. It really…
There are a couple things you can try. I assume that you are using 3ds Max. -Turbosmooth Pro plugin by Marius Silaghi, has a Linear UVs switch but also has a better smoothing algorithm (I think) = http://www.mariussilaghi.com/products/turbosmooth-pro -Select all edges of UV & split them in Unwrap Modifier = This will…
Quoted from DrEvizan(http://www.gamestepper.com/forums/showthread.php?t=3402) Step 1 - In Maya, select all of the faces of your cord, hose or piece of twisted-ass tubular mesh. Step 2 - Go to your UV Texture Editor window and from the polygons menu, select "Unitize" Step 3 - Back in your Perspective view, select all the…
Hey guys. I have a character model im working on in 3dcoat which has 3 different UV sets applied to it. However when I go to export the maps it only shows me 2 of them. I am able to fully paint textures onto the third UV set and it shows up in the texture editor window but I dont know how to get this information out. I…
So, I have the assumption (correct me if I’m mistaken) that identical UV islands (in this case, for sections that are symmetrically mirrored on the mesh), can just be stacked over each other to give them more space, which allows them to be scaled up to hold more pixels and keep the UV maps from getting too cluttered. I’m…
i have a problem where my low poly has uvs my high poly does not how do i copy over these i took my hp into 3d coat and got a lp off it i also gave the lp uvs im now in xnormals trying to get an id map etc but the uvs that come out are from the highpoly have i missed a step?
Eh all, Is there a way in Maya 2014 to link the uv's to an object so that when oyu scale it up or down, the uv's scale with it? For example you duplicate a rock about a dozen times to spread around a scene, but because the uv's are linked to the object scale, you can scale the rocks uniquely and keep the same texel density…
I use 3dsMax and Blender so my feedback is based on those 2 tools and TexTools which I created. * I would unwrap the model all as a merged mesh instead of separated pieces (just faster). I used to do this even with Headus UV layout with very complex scenes, its just a lot faster to do it all together and later seperate…
Hi everyone, I have just updated my Maya to 2017 and loving all the new UV options its awesome... BUT... Where have the UV coordinates gone? I've read that Autodesk have removed these however I am reliant on certain assets to have UV cords in exact positions. Any ideas how to do this? Thanks for all your help
Cool!! For me the most tedious part of UV crafting always is the careful selection of UV edges for pelt, hence I love the idea of suggestive painting! Rest is the usual Z bluff (try handing me out such unorganized UVs to paint on, and enjoy my stylus in your eyesocket!) but yeah the pelt looks really really good. Is there…