I'm attempting to lay out the UV's on a wagon model.
It's a purchased asset that I've remodelled. I deleted all of the textures it came with from Hypershade. This is my first time using a pre-made model and I'm wondering if I missed something.
As you can see in the picture below, the grid is still really warped and messy despite laying out some of the roof's UVs.
How do I fix this? Any help would be greatly appreciated. 🙂
Solved! Go to Solution.
Solved by damaggio. Go to Solution.
I tried doing a new automatic projection, it's still the same problem unfortunately. Moving the UV shells around in the UV Editor has no effect on the layout of the texture. And I still can't see the grid texture in the UV Editor.
The original asset I bought had it's own textures and mental ray applied. It came as an FBX file which I imported into Maya. I deleted all of the texture shaders in the Hypershader. Is there some other texture, or mental ray connections I need to break before I can apply my own textures?
I've never had these problems when working with my own models. This is my first time working with a purchased asset. I don't know if it's because I imported it as an FBX, but nothing was very straightforward or working as it should. The cameras were all messed up and I couldn't see some of the geometry from planar views. All of the geometry faces had messy shading to them and the edges looked smoothed. However, when I added new geometry it was clean and crisp like it should be.
That said, I still have the same UV problem when trying to map the new geometry I created. I can squash and stretch the UV shells in the Editor as much as I want, but it has no effect on the layout of the texture.
Any advice you have would be great. 🙂
Good, you have to transfer them or delete ...is a bit hard but in the end should be only one map...although sometimes it might be usefull for something...i never found use of having 2 maps for a single mesh so far.