Hey, I'm uv mapping my steyr, and UVs have always been something I never learned quite enough about. I can do it competently, but I'd really love to have a stronger understanding of why to do what. With the long forms, like the barrel and the frame directly below it, what would be the most effective way to uv map them? In…
If you have mirrored the UV's, which it looks like you did, one side of that object is always going to be inverted, causing the relax operation not to function correctly. Start by completely laying the UVs out flat with nothing overlapped and then stitch both sides together where it meets at the top, and then running…
Im using the Simple_Hair_UV script found in the Xgen UE documentation however when i imported my IGS alembic file that i exported, it has 3 different description and multiple splinegrp . How do i add multiple groups and curves in the script? Tried using " ; " and " , " in between each group and it doesn’t work.…
Im using the Simple_Hair_UV script found in the Xgen UE documentation however when i imported my IGS alembic file that i exported, it has 3 different description and multiple splinegrp . How do i add multiple groups and curves in the script? Tried using " ; " and " , " in between each group and it doesn’t work.…
Let's say I have a large asset of an old stone wall. I want the wall to have moss, dirt and a stone base material. I know I need to make masks using Painter that I then use in UE4 with my tiling materials. Here's what I know... From what I understand is you make 2 UV channels. UV1 is a 0-1 layout of all the UVs with no…
Hi, I'm trying to use the deferred decals in Unreal. I created a decal sheet and now I need to have two materials for it. One for the Normal Decal and another for the Color Rough Decal. Unreal doesn't like it if I split up the mesh that the decals go on, so one plane for the Normal and one for the Col. The best I can come…
Hello. I am working on a dota 2 weapon and have been experimenting with overlapping uvs to save space. Problem I seem to be having is the normals are conflicting with each other...instead of just a even mirror. Like they are pushing opposite of each other. I tried another bake with the uv not stacked and it came out…
Hello, I am confused when it is right time to do UV-s? Should i do UV-s start of sculpt or end or sculpt or mid? As i understand i need to have retopo done to model so topology is good (as i understand with not perfect topology applying UV-s may be complex).
In Mayas Hypergraph, how would you go about changing which UV set is used for a specific input? I want to use one UV set for the color texture and a second UV set for the opacity/transparency mask. In Max it's as easy as going into the materials opacity slot and changing the Map Channel, but I'm not seeing the option in…
Hey, guys, In this article, I’m going to share a few UV’s tips and concepts that I’ve learned in the past two years that I hope can help you get ready for the VFX industry. UV’s are often considered one of the most tedious and easily ignored tasks in an asset pipeline, and I totally understand that you might hate this…