So I'm trying to layout all my UV's for my model. I have some uv shells that I went to be set at a texel density of 50, others at 75 and a few at 80. I've gone ahead and set specific ones at those levels and clicking get texel density shows that. However after I use UV Layout it's averaging them all at around 81 texel…
Hi there again! First of all, @Earthyn has some really good points up there. One point that is not quite accurate is the pronouns: I am a woman and I use she/her pronouns. @sepxhan your UV map is looking good! Next time, are you able to take a screenshot of the UVs instead of taking a picture with your phone? It's kind of…
the Highlighted part to the left was uved using peel but the rest where done using pelt. The HL UV island I did using peel because for some reason I couldent get pelt to work on it. Will there be a difference when I start texturing it? why are the verts in the peeled UV island highlighted blue? Why didnt pelt work like it…
So, this is an issue that I have been running in to lately and would love some feedback from anyone that has encountered similar issues, or knows why this happens. Basically the problem is that it seems like Maya is handling UV's differently than, say, Marmoset. Note that the UV's are stacked (for the top and bottom of…
Hey guys, how things are going on with non-square UV maps (ex. 1024x2048) these days:) Basically talking about this technique (http://polycount.com/discussion/65234/rectangular-uv-map/p1) I am particularity interested if it is used for UE4? Does the use of 1:2 texture can cause some problems, for example with mip-mapping,…
i meant to say that models exported into 3ds max from zbrush have the save uv's from zbrush (the flipped uv's). If i export manually from zbrush, the uv's export correctly. so basically i'm trying to say, how do i get goz to automatically flip the uv's (the correct orientation) when i transfer my model to 3ds max via GoZ?…
Hi everyone! I've created a simple maxscript to help save myself a lot of time unwrapping boltholes or any other repetitive cylindrical geometry but I would like your help making my script even better. Right now my script just saves me a few steps but I would like to make it so that it covers most of my procedure for…
Well, there's a ton of suggestions I have, to start, here's an image of how I would of modeled and UV'd the handle part of the dagger, I'm mirroring the UV's from the front to the back of model in order to save texture space. The red lines on the model represent UV seams. Here's the FBX file:…
The easiest way I've found to update the lightmap UV set in UE3 is to reimport the new model with the new UVs over the old one and in the Mesh Editor cycle the UV set number between 0 and 1 or whatever your UVs are. That seems to fix it every time.
Hey guys, I can't remember this happening to me in the regular non LT version of Maya, and looking around I can't seem to find anyone that complains about it :) I use preserve UVs quite a lot to do little fixes on meshes before sending them out, and ever since I've started working with LT, when I move vertices in viewport…