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Hi,
I have created a UV Atlas in Maya for four models. No UVs overlap any other:
I export these 4 models into the same Mudbox scene and with the UV map.
I set a separate material for each model to sculpt high-poly and texture.
I'd like to keep the atlas format of the textures, so I intended merging the models layers in photoshop into a single texture. (I can't find a way to extract a channel of all models in one).
However I'm finding maya or mudbox move the UVs so the shells end up one on top of the other.
This is the eyes uv diffuse texture extracted as TIF 8-bit and how it overlaps the position of the humanoid TIF diffuse texture shells.
Eyes texture:
humanoid texture:
Eyes texture on humanoid texture - layers on photoshop:
I can't re-arrange these because I'd then also need to make the UV match it precisely.
I've got two questions please:
- How can i export the textures from Maya into Mudbox so the shells don't move?
- would you recommend i use the same material for all models if I want to keep the uv map/textures as an atlas? If so, is there a way to re-assign a material to a model and re-assign the textures of the old material?
Thank you for your help,
Sergio
Solved! Go to Solution.