This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
I know it is shocking but I can't find the answer to something. So here is my question. Leon and I have tons of models that work perfectly fine in Cryengine with UV's scaled outside of 1 to 1 space. This gives us excellent resolution in engine. Which is what we want. But I have been looking for a way to bake the resolution there and scale the UV's down into the 1 to 1 layout. Is there such a way in Maya. I know Blender has a function for this but I do not wish to do this in Blender. Doing this will allow us to test other engines and their lightmapping which won't work in this pipeline that we have.
If you simply move the UV's into the layout it will not maintain the resolution of the over-scaled UV's. Is not as simple as laying them out. I can mathematically scale the texture UV and then bring them down in to the layout but this would take more time. I doubt there is an easy way but I am at my last ends with this.
Write a quick script to do it. Have a variable that holds the number of extra tiles you have in x and y, and scale all the UVs by their reciprocal from a corner in the 0-1 space.
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