I have an old asset that I did during school that I really love and want to use in my portfolio for my end of school class, but the UVs are horrendous. I don't want to have to repaint and texture it, as that would take a long time. Is there a way to preserve the textures and maps and redo the UVs so they are actually fitting to standards and not full of seams and haphazard? (They are spread out on 5 tiles right now, when they could have easily fit into one, so I need to condense them to one tile as well, which has been a bit of a headache when trying to figure this out).
Thank you!
If you can show us something maybe someone can assist. Provide some screenshots of what you have, UVs screenshot, viewport screen shots from a few angles, a description as to what you are trying to do, things like that. It's impossible to assist you without know anything about what you are trying to acheive and seeing what you have.
Rob Holmes
You can create new UV on channel (2) to then bake original textures from UV channel 1 to 2.
I have tried that, but I was having trouble applying my texture maps on the multi-tile UV to a material (I did them in Mudbox and am trying to set them up in 3DS Max). Some parts of the textures are getting cut off in the middle or not showing up. I don't know if I was using an outdated way of doing it (using the actual mutlti-tile node).
I can get some screenshots for you when I get back on my computer later.
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