Timeline for Copying UVs from a high to low poly model?
Current License: CC BY-SA 3.0
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May 29, 2016 at 15:17 | answer | added | Bithur | timeline score: 4 | |
May 29, 2016 at 12:38 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Mar 30, 2016 at 14:53 | comment | added | Rabecca LaMont-likens | For Architectural work subdivide dose not add detail. Having more poly over all is not the goal, rather it's specific details in the LOD0 are reduced in the LOD1 and not even present in LOD2. Take a model of a home, at LOD0 the Doors may be full detail having all the decorative work, locks, and door knob, at LOD1 about half of this detail is removed and at LOD2 it is nothing more then a rectangle. So if I started at the Low poly and subdivided I would not get any more detail just more poly. Thus we work from High to low with poly being placed vary specifically to the the need of the model. | |
Mar 30, 2016 at 11:34 | answer | added | Yvain | timeline score: 0 | |
Mar 30, 2016 at 11:22 | comment | added | Yvain | Maybe you want to work on your object until it satisfies the lowpoly lod level, then unwrap and duplicate, and add a subdivide modifier with the option 'subdivide uv' off. This way all you object will have the same uv layer | |
Mar 29, 2016 at 23:19 | comment | added | Rabecca LaMont-likens | This I think would be easier to explain If I could show you. unfortunately I have know way of doing so. But I thank you for attempting to understand my dilemma. | |
Mar 29, 2016 at 23:06 | comment | added | Mr Zak | It's absolutely not clear then what's the problem. If you only deleted edge loops from the unwrapped duplicated mesh, the UV mapping indeed won't be changed much; only that loop will dissappear, hence no changes can occur to texture mapping. UV mapping does not depend on materials, probably you're talking about textures. | |
Mar 29, 2016 at 22:59 | comment | added | Rabecca LaMont-likens | Now the issue is that I must remove all but one material, thus causing the uvs to over lap, as each material was mapped individually and took up the full 1024 space. this would be simple if I only had one object to consolidate the maps for. How ever now I have 3 objects, essentially the same but with each having fewer total poly. Each objects UV Islands must share the same space on the map, allowing the textures made for the high poly model to also work for the lower poly ones with out the use of additional textures. Such as would be created when baking from a high poly model to a lower one. | |
Mar 29, 2016 at 22:43 | comment | added | Rabecca LaMont-likens | I don't think you are understanding. I applied materials the the original object, and unwrapped the the uvs for each material effectively creating multiple uv maps per object. The object was then duplicated and edge lops were removed lowering the detail and poly. this will not damage your uv mapping so long as you do not move or add verts, you can however remove edge loops so long as they are not the seam edges. | |
Mar 29, 2016 at 21:45 | history | edited | Mr Zak | CC BY-SA 3.0 |
Editing text for readability
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Mar 29, 2016 at 21:15 | review | First posts | |||
Mar 29, 2016 at 22:22 | |||||
Mar 29, 2016 at 21:14 | history | asked | Rabecca LaMont-likens | CC BY-SA 3.0 |