Author Topic: 3ds Max Multi Tile UVs  (Read 5673 times)


Did you untick ID in the Baking options? Or did you change it to something other than Material Colour?

Your UVs are still not correct when I checked the mesh you uploaded.



FYI the file I attached has the fixed UVs, but some animation occurred on a part which I didn't revert. You can either transfer the UVs, or fix that part.
Last Edit: May 22, 2020, 07:30:18 pm
I teach people how to use Substance Painter. :)

Ohhh, I get what you mean now. All the UVs are sharing the U1,V1 space. I'll try spacing them out and see what happens.

Ohhh, I get what you mean now. All the UVs are sharing the U1,V1 space. I'll try spacing them out and see what happens.

You have to structure them correctly per tile: 1001 to 1013 within their bounds.
I teach people how to use Substance Painter. :)

Okay, so, the bake has come out better, but it's still not quite there yet. I've put each UV tile along by 1 from left to right, so it goes U1,V1, U2,V1, U3,V1 etc. all the way to 13. Everything is still named in Painter though; no number convention. As I say, everything has mostly come out clean except the first part - the cap. The little grooves around the bottom look as though they're crushed a bit.


Attach your new low and I'll check.

FYI, this shouldn't be there

I teach people how to use Substance Painter. :)

You mean the UV tile or the baking issue?

https://www.dropbox.com/s/682a0z3gtq3ek99/loot_low.fbx?dl=0

You mean the UV tile or the baking issue?

https://www.dropbox.com/s/682a0z3gtq3ek99/loot_low.fbx?dl=0

Your UDIMs are still incorrect. They only go from 1001-1010 on the first row, then up a row from 1011-1020, ect...

Each row can only contain 10 tiles wide.

If you see my FBX example you'll notice I go 10 wide, then up.

I teach people how to use Substance Painter. :)

Okay, we're aaaaalmost there. Arranging the tiles correctly has now numbered them in Painter and that cap is baking out correctly. :D Everything else has too, more or less. Although ironically, with the previous attempt, the main body baked out right, but now it's going a bit weird at the corners of the small alcoves again. There's always something... :-S



https://www.dropbox.com/s/682a0z3gtq3ek99/loot_low.fbx?dl=0

You have overlapping UVs.



I teach people how to use Substance Painter. :)

Ahhh. Such a pity you can't 'like' posts here...  ;) Do high and low meshes have to be perfectly aligned/overlapping, or just close to it? I have some objects that aren't perfectly overlapped, but they've still baked out pretty well.  :o

You normally want your high and low to having matching silhouettes. If they're "close" you can still bake fine.
I teach people how to use Substance Painter. :)

Excellent. Looks like those overlapping parts are due to the Shell modifier I mentioned. Some cuts were made on the inside that I didn't make, or wasn't aware of. Once they're cleaned up, I'll re-bake and report the results. :)

Okay, after spending some time re-unwrapping the under-side of the lid and adjusting the Smoothing Groups, I've done another test bake, and the exterior is the cleanest I've ever had from Painter. :D However, the under-side of the lid is still a bit messy. Again, I'm not sure if it's because of using a Shell modifier, or if Substance just has issues with interior spaces when baking.



https://www.dropbox.com/s/682a0z3gtq3ek99/loot_low.fbx?dl=0