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Ambival

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  1. 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
  2. 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.
  3. 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
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