Contributor ajz3d Posted June 29, 2015 Contributor Report Share Posted June 29, 2015 Hey guys. Has anyone found a good workaround to create a 2nd UV-set that can be used for light maps in Unreal Engine? As far as I know, in 3D-Coat a single polygon cannot exist on two UV-sets at the same time. I'd prefer unwrapping UVs for these kind of maps in 3D-Coat, without involving any 3rd party software. Any thoughts or suggestions? Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted June 29, 2015 Contributor Report Share Posted June 29, 2015 On 3ds max and after importing from 3d coat, i add an unwrap modifier and double it on the stack list. On the second one i just give a different id. 1 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 30, 2015 Author Contributor Report Share Posted June 30, 2015 Thank you for your advice Michaelgdrs, but it's not exactly what I asked about. I know how to prepare a UV-set for light maps in other programs. What I hoped for is that maybe someone came up with a workaround or a hack for creating this UV-set inside 3D-Coat, without leaving the program. I think we can all agree that mixing various applications to complete basic tasks is always problematic and adds unnecessary complexity to our workflows. 2 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 30, 2015 Report Share Posted June 30, 2015 add new UVset ? Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 30, 2015 Author Contributor Report Share Posted June 30, 2015 (edited) Ha ha, yes. But it's not that simple, Carlos. Like I said, in 3D-Coat each polygon can exist only inside one UV-set at most. I need two UV-sets, containing the same polygons, but differently unwrapped. In other words, I need to somehow copy (not move) all polygons to the second UV-set and perform a separate unwrapping for the light map there. Edited June 30, 2015 by ajz3d Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 30, 2015 Report Share Posted June 30, 2015 yep uvset 1 retopo export selected create uvset2 retopo import bake helps ? Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted June 30, 2015 Author Contributor Report Share Posted June 30, 2015 yep uvset 1 retopo export selected create uvset2 retopo import bake helps ? Sadly no, because it doubles the polycount. Anyway, I just tried importing an object that has two UV-sets sharing the same polygons (but with different unwrapping), and 3D-Coat simply ignores one of the sets (it imports the second set, but it's empty). So I guess what I ask for is not possible at all in 3DC. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 30, 2015 Report Share Posted June 30, 2015 you right it doubles the polycount and importing an object, 3D-Coat simply ignores one of the sets 0001935: Multiple UV maps on single object Lightmap baking -------------------------------------------------- but... at Unreal you can generate the 2nd UV channel with the lightmap data. (bGenerateLightmapUVs = checked) Generate Lightmap UVs set to True and Apply Changes and you will get your second UV Channel 1 Quote Link to comment Share on other sites More sharing options...
Javis Posted July 1, 2015 Report Share Posted July 1, 2015 I could have sworn I had a Mantis report for this somewhere. IMHO this should be next on the list after layer masks, along with full on UV tile editing (and an option for repeating, to keep the current setting/function). 2 Quote Link to comment Share on other sites More sharing options...
Member WillBellJr Posted July 7, 2015 Member Report Share Posted July 7, 2015 Agreed, it's important that 3DC can handle doing this for Unreal and other game engines. -Will Quote Link to comment Share on other sites More sharing options...
Javis Posted July 8, 2015 Report Share Posted July 8, 2015 I guess it's time to pressure Andrew with overwhelming requests for it. It's a big undertaking, and it could take a little while to implement, but I think if Andrew sees a few vocal people he will do it sooner. 1 Quote Link to comment Share on other sites More sharing options...
New Member Toinedek Posted October 16, 2015 New Member Report Share Posted October 16, 2015 I have exactly the same issue here. 3Dcoat UV tools are amazing but sadly I need to have a second UVset for my light maps and it is apprently still impossible to do in 3Dcoat Is there any sign this is going to be added anytime soon ? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted October 16, 2015 Report Share Posted October 16, 2015 If all of your meshes are UV mapped in channel 1, then you can use auto generator to use that channel to create lightmap UV's for the second channel(Static Mesh Editor > Window > Generate Unique UVs. Quote Link to comment Share on other sites More sharing options...
Member HunterWolf Posted October 19, 2015 Member Report Share Posted October 19, 2015 I do not worry, I'm doing two uv-set with doubling polycount, then in maya still have to work with vertex normals, I imported into maya two mesh and then take from the second mesh uv-set, and the second mesh delete. Quote Link to comment Share on other sites More sharing options...
Advanced Member Yousung Posted May 10, 2021 Advanced Member Report Share Posted May 10, 2021 (edited) Is this feature currently updated to 3DCoat??? In order to control the lightmap in the game object, we need the ability to recognize and modify UV2 individually, apart from UV1 (general texture). (Or even if it's not a lightmap, if you need UV3, UV4, etc...) Although it is possible to automatically generate UV2 maps on game engines such as Unity and Unreal. Sometimes the result is unwanted quality, or you need to adjust it by hand to optimize the UV placement. ---------------------------------- The following is the problem situation I am facing. I want to modify the texture of the object to which UV2 is applied I reloaded it with 3DCoat, but it does not recognize UV1, which was the original texture, and only UV2 is loaded, so the texture cannot be modified.Edit 01) Oh there was a feature voting...?? There seems to be no such feature yet, so I have to vote. hope that this feature will be added later. Edited May 10, 2021 by Yousung Quote Link to comment Share on other sites More sharing options...
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