This script was requested in one bulgarian forum. The main purpos of it is to find the longest edge of the selected UV island and rotate that island around this edge on predefined angle. You can align selected UVs horizontally or vertically around the selected edge(this can be the longest edge or the any other edge). There…
Hi everyone, I'm looking for a way to either easily identify flipped faces in the uv-editor or conform them so that they're all either flipped or unflipped. In Maya there's an option in the uv-editor to make all flipped shells red and unflipped blue which I really miss in Modo. Also, if I'm not mistaken there's a conform…
Blender's native UV tools + TexTools addon. I pack my UV islands by hand, because I want to arrange and organize certain parts of an object to a same area of the UV space, logically, and with as world space aligned rotations as possible. An UV checker map with letters and arrows as a helper.
Anyone know the magical criteria you have to have before Maya's preserve uv's will actually work, I'm constantly getting this annoying error. // Error: Unable to preserve UVs. Disable the Preserve UV option to continue with this edit.
Hi Polycount, I'm working on a bigger model at the moment (http://polycount.com/discussion/175397/raven-wh40k-imperial-fast-space-freighter) and want to use it to learn the use of weighted normals and tileable textures. To learn the process I took one of the engines of the ship and already did the wieghted normals. The…
you probably should only UV something like a screw or wheel once then make duplicates of the geometry to place it in the scene. This would save time and make sure the UVs are standardized for all those models that are just copies of each other. If you were to make a texture variation for any of them, you start off with the…
To keep this brief... It's my first time working in Mudbox, or sculpting altogether. My workflow, which is probably the source of my trouble, is as follows. I modeled a quick low poly mesh to block out the shape and scale of the objects I wanted to make. I didn't unwrap it's UV's. I brought it in to Mudbox, and sculpted…
Hi! I'm currently working on a scene that has some wooden props in it, and I wanted to approach it with just a tiling texture , and no baking because I thought it would look fine, and it would save me a lot of time. Also, they are just boxes. ;) Some of the results: This is the material I used on all of the wooden assets.…
Hello everyone, I was wondering if there was a good way to accomplish the following. Let's say I already have a model uv unwrapped and textured. Then let's say I did a terrible job on the un unwrapping and I want to redo the uv unwrapping. Is there a way easily (with no loss in image quality) do the unwrap and have the…
I was wondering if there was a way to bake normals outside of the traditional 0 to 1 UV space. In maya I know you can take a UV snap shot out side of the 0 to 1 UV space but I cant seem to find a way to bake a normal outside of it