When UV mapping and lightmapping an asset for game use, I find that I need to erase my seams after UV mapping in order to place new seams for the lightmapping. Is there anyway to preserve them, or use two different sets?
$\begingroup$ Why do you need multiple sets of seams? $\endgroup$– DenisMar 15, 2016 at 16:25
$\begingroup$ In case I need to make adjustments to the UV map later. $\endgroup$– KoolModeMar 15, 2016 at 16:28
$\begingroup$ @Denis One for regular textures, one for lightmaps. One for material alignment, one for blendmaps. One for handcrafted normalmaps, one for diffuse maps. Tons of possibilities by unwrapping a model in different manners. $\endgroup$– PixelSnaderMar 15, 2016 at 20:25
You can mark your seams, unwrap to one UV map: Then create a new UV map, clear your seams, designate new seams, and unwrap to the new UV map: Then select the first UV map, and use UV/"Seams from Islands" which will re-designate seams based on the first UV map, restoring the seams that you had before.
$\begingroup$ @KoolMode Holy crap... it took me 4 days to get that! Man! Well done! That's the best pun I've heard in years! :D $\endgroup$ Mar 20, 2016 at 0:36