Going from Maya 2016 to Maya 2017 I noticed that the Unfold UVs command (UV Editor window --> Polygons menu --> Unfold) no longer re-scales different shells of the same mesh to have consistent texel scale, whether I use Unfold3D or Legacy. Has anyone encountered this bug? Has anyone found a fix or workaround? I asked on…
Eric's suggestion for a UV checker is pretty solid. Anything with circles in it will help visualize distortion significantly better than a pure black/white checker will. Regarding your UVs, I helped write this UV overview on our site: http://quixel.se/tutorial/uv-mapping-for-the-suite/ It might be worth a read if you're…
Is there's a way to break all the welded edges of selected UVs? I have an arch on the UVs and I want to break each of the faces into separate poly. I need to click on each and CTRL+B (Break) but maybe there's a way to select all and choose "Break All" or something? Here's a shot of the arch on UV:
Hello, I know a little about 3D but just recently I'm experimenting with painting my models in substance painter, that's when I first heard about the concept of texel density. Usually what I did was work on real scales in blender, for example if I made a robot that in my mind would measure approximately 3 meters, in…
Yes, you can move stuff around in a second UV channel and then bake the diffuse from your first UV channel to the second. Clean up involves copying the 2nd uv channel over the first and deleting the 2nd uv channel. Rotating and scaling the shells will introduce some blurring and distortion so it's not a great idea. If I…
100 2048 texture sets is a bit overkill, but who am I to judge? UV shells can't cross UV tiles like that; you'll need to either scale them down, or add geometry so the shells can be split into smaller pieces. Either way, you'll want to explore the UV Layout options (looks like you're using maya?) to distribute the shells…
You could try making a new uv map, specifically on the faces which aren't showing. Just select them and create a new map using planar/cylindrical/whatever. (I'm assuming that's what was meant by deleting the UVs) Also, make sure that the missing faces aren't in a different UV Set. (UV editor window on the main toolbar…
Thanks for the reply, I got my UVs set up in max, I just couldnt find a way to tell Faogen to use the second(unique uvs) UV channel instead of the first one(tiling uvs)
What are all of the ways to add textures to an object and in particular a ground poly? I know there are UVW Unwraps and UV Maps, but is there any way to texture without a UV for something like a terrain or road or something? For example I found some YouTube videos of some people making roads in Photoshop but they did not…
I'm working on a really simple model but ran into a problem that I can't figure out. I've used overlapping UV's for symetrical parts of the model and offset the overlapping sections outside the uv space for baking. I've tried using both xnormal and baking in max, both throw up the same issues. Here's what the model looks…