New Member Ambival Posted August 30, 2013 New Member Report Share Posted August 30, 2013 Hi everyone. I've only been using 3D Coat for the last year and a half or so and am loving V4 so far. However, there is something I am trying to figure out how to do workflow-wise and am hoping someone could offer a suggestion. What I am trying to accomplish is: having multiple UV maps address the same face/vertex. I know that when I create a new UV map and move something two it, it disappears from the original and cannot be addressed until the new map is made active. In a grander scheme, if this helps, is that I am attempting to import a LW object that uses tiled textures and use 3DC's UV unwrapping to create a nice map for Luminance/Shadow baking. Then in LW, I can create a surface layer that will use both the textures and lightmaps effectively with different UV values/textures. I've tried: 1. Creating a new UV in 3DC based on unwrapped geometry, but this removes it from the texture layers' UVs. 2. Finding a way to import/export UV map values only between packages. It seems unlikely since the values are so tied to the vertices/model. Can someone please offer an idea? Thanks, Roger Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted August 31, 2013 Reputable Contributor Report Share Posted August 31, 2013 Please explain WHY...you would want to assign multiple UV maps to the same part of a mesh. It's making my brain hurt trying to figure this out. You can bake textures from the original to a copy of the mesh that has new UV's, but you can't assign multiple UV's to the same verts/faces. It's like trying to drive a vehicle with two steering wheels. Maybe one of these two will help you find a solution: http://www.youtube.com/watch?v=AfPt3gNi6yE&list=PL0614F2A03AD725CD&index=42 http://www.youtube.com/watch?v=9YCGyPJztG8&list=PL0614F2A03AD725CD&index=40 Quote Link to comment Share on other sites More sharing options...
New Member Ambival Posted September 1, 2013 Author New Member Report Share Posted September 1, 2013 Actually you can have multiple UV's per vertex in LW and the reason I need it is this: I have several meshes that utilize tiled textures that reference a full 1024x1024 image. I want to overlay a shadow map/light contribution multiplier on it. This image obviously cannot be tiled and is of a lower effective resolution. If I were to do what you suggest, I would require a HUGE number of independent texture maps; and within the operating constraints I'm running (an embedded system), this is untenable. Thanks for the videos. I'll check them out. Quote Link to comment Share on other sites More sharing options...
New Member Ambival Posted September 1, 2013 Author New Member Report Share Posted September 1, 2013 I was going to add some links about using what is commonly called "UV2" mapping in a lot of engines in case you were interested: http://www.garagegames.com/community/forums/viewthread/115967 http://forum.unity3d.com/threads/178742-Transferring-Atlas-Mapping-to-UV2 Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted September 9, 2013 Advanced Member Report Share Posted September 9, 2013 +1 Currently doing something similar in Cycles, tiled textures on multiple objects and would like to add additional AO and detail per object. It's possible but I would need to UV and paint first in 3DC then create the 2nd UV map, scaled for tiling, in Lightwave. Would be nice to do it all in 3DC. Quote Link to comment Share on other sites More sharing options...
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