Member Rikrok Posted April 4, 2013 Member Report Share Posted April 4, 2013 It seems like you can't have faces with multiple UV sets. For a game you need a set for the diffuse which will have lots of overlapping UVs, and a second set with no overlaps for a lightmap. As far as I can tell a particular piece of geometry can only belong to 1 UV set at a time, when I need it to be in multiple. Am I missing something or is this a feature missing in 3D Coat? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 5, 2013 Report Share Posted April 5, 2013 Quote Link to comment Share on other sites More sharing options...
Member Rikrok Posted April 5, 2013 Author Member Report Share Posted April 5, 2013 Sorry but this doesn't help. That's a model having multiple UV sets- that's all well and good. I'm asking for the same part of a model having multiple UVs. Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 5, 2013 Contributor Report Share Posted April 5, 2013 Wouldn't the principles/techniques be the same? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 5, 2013 Reputable Contributor Report Share Posted April 5, 2013 Sorry but this doesn't help. That's a model having multiple UV sets- that's all well and good. I'm asking for the same part of a model having multiple UVs. No...you're right. There is no ability to assign different UV maps to the same polygon(s). Never, ever needed to do that and even in 3ds Max, I've never seen anyone try to assign different UV maps to the same selected polys. Some game engines may be doing that now, but if you can e-mail support and show/explain to Andrew why it's needed, I'm sure he'd try to accommodate the request. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 6, 2013 Report Share Posted April 6, 2013 i have done a model in Blender with 2 UVmaps the UVmap1 was assigned like default for render exported the OBJ, and imported it in Retopo room like uvset1 (Retopo > import) then same process... the UVmap2 was assigned like default for render exported the OBJ, and imported it in Retopo room like uvset2 BUT first i create a new uv-set Now i have the same mesh with 2 uvsets When i bake for PPP, in the paint room there is one object with 2 uvsets and 2 materials is this what you need ? hope it help Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted April 6, 2013 Contributor Report Share Posted April 6, 2013 My intuition is redeemed! Thank you, Carlosa! Quote Link to comment Share on other sites More sharing options...
Member Rikrok Posted April 8, 2013 Author Member Report Share Posted April 8, 2013 Thanks for your answers. Multiple UVs for the same polys is standard practice in video games. Carlosa I'm trying to follow your workflow but I can't get it to work. The closest I got is a model with twice as many faces as it should have and still missing the second set of UVs. I get the feeling AbnRanger is right and 3D Coat simply doesn't support this. In the short time I've used 3D Coat I've been very impressed with its UVing so I kept at it and found a solution. I tried copying the new UVs onto the model with original UVs in Maya but unfortunately Maya's transfer attributes is broken to the point of being useless. Attribute transfer in Houdini however has done the trick perfectly. Quote Link to comment Share on other sites More sharing options...
Member hansolocambo@gmail.com Posted July 22, 2016 Member Report Share Posted July 22, 2016 (edited) I just uploaded a tutorial on how to regroup UVs using the great UVs editor of 3DCoat : Edited July 22, 2016 by hansolocambo@gmail.com 1 Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted July 22, 2016 Reputable Contributor Report Share Posted July 22, 2016 On 4/4/2013 at 11:55 AM, Rikrok said: It seems like you can't have faces with multiple UV sets. For a game you need a set for the diffuse which will have lots of overlapping UVs, and a second set with no overlaps for a lightmap. As far as I can tell a particular piece of geometry can only belong to 1 UV set at a time, when I need it to be in multiple. Am I missing something or is this a feature missing in 3D Coat? I would contact Support@3dcoat.com because I know this topic has come up before. Andrew has plans to change the UV structure from UV sets to at least an option for UV tiles. It might be a good time to make this request so he can add it in, to what he already planned. Quote Link to comment Share on other sites More sharing options...
Member Pebble09 Posted November 22, 2016 Member Report Share Posted November 22, 2016 Rikrok did you ever contact Support@3dcoat.com and figure this out? I'm needing the same thing. Quote Link to comment Share on other sites More sharing options...
Member RogerWalco Posted December 30, 2017 Member Report Share Posted December 30, 2017 Hi All-- I posted here as well: But, any word on this? I need same rather seriously....and want our office to adopt 3DC as well. To do so, we'd need both UV1 & UV2 (for lightmaps). I'm trying to figure out what Carlosan is suggesting above as well. Happy New Year!- Roger Quote Link to comment Share on other sites More sharing options...
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