The next step is to create and assign materials to your object as well as link the maps to both the proper channels as well as UV Set. Click abandon, then either load saved UVWs or create a new non-overlapping UVW unwrap. A pop up will appear with a channel change warning. After you created the second modifier we need to assign it to the second uv channel (uv1). Either way we need a second Unwrap UVW Modifier. For this we can save the already created UVs so we can load it in uv1 or we can just create an new uvset. For the ambientocclusionmap.jpg we need a non-overlapping UVset and hence need to create a second one (uv1). The first UV Set (uv0) is usually used for tiled textures which can have overlapping UVs. You can later scale the textures in our material editor as well. Open the UV Editor Select the object and use the appropriate projection (we are going with the simple Box Map here) and unwrap (quick peal here) Make sure that all uvshells have the same pixel density (we recommend 20pixels/cm or scale the uvs to your texture needs (rather than scaling the texture in the texture settings, since will be ignored in our converter). The steps are usually the same, but how you unwrap will be different with more complex objects.įirst step is to create a uvlayout and unwrap in order for the texture to be visualized properly. For this guide we are going to work through a very simplified version of our workflow.
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