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Posted (edited)

Edit: It seems I had some issue with Substance Painter where it wouldn't bake correctly with overlapping uvs of different materials. After creating a new project it seems to accept overlapping uvs.. so that would answer my question since I can have uvs of different materials overlap and utilize the whole texture space.

 

Hi!

I have a mesh with 2 different materials. Since they're different materials, every material has its own face and a different texture file.

When I have only 1 uv map, and shells can't overlap, this seems like such a waste of texture space since those 2 texture files are so laid out that they would fit into 1 texture file.

I feel like I'm missing a crucial part here since my test workflow is:

1) create mesh in maya with 2 different textures

2) load it into substance painter and create the gltf

=> one mesh in SL with 2 different texture files that would fit into 1.

 

Where is my mistake?

Thank you!

Edited by Arluelle

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