what if we need the the grids to stay small on the objec.t how to pack the uv texture without changing the grid size ? should we just keep the texters bigger that the uv island ?
Thank you for the detailled video ! I have an issue at 8:25 in substance painter the option to choose alpha is greyed out and it defaults to base material...
Great solution. You can also add different fonts into it, up to 20 I think, but having several filters with 20 actual font selections is not too shabby :P Thank you!
So you "think ?..." are you sure ? What is the point of copying the Texel density from a high res model onto the other assets if you are then scaling them down and confining them into one single UV space. You therefore lose texel density....It's ok to know about texel density BUT The biggest problem is to fit the UV islands within the UV space and barely few peoply dive into it.... The challenge comes when you have to unwrap more organic 3d models. There's also lot of misinformation on youtube leading you to believe that you should only fit the UV islands into ONE single UV space WHICH is NOT TRUTH.. Or even worst, some gives you the impression you can just leave the UV islands outside of the Uv Space. That only works if you are confined to use one single 3D software... but the real world industry is not like that. It took me years to find out and PAY ATTENTION Everyone Search for what's called UDIMS!! .... That will make your life easier to unwrap and get a good texel density accros your complex 3d models without losing quality or look blurry or pixelated, specially on small details when zooming on the camera.....
How do I align UV islands so I can stack them properly. I tried using "World oriant" in transform together with Texel Density and it gives a close result but it's not perfect.
when using this im using pixels to color, when I try to color a 2nd block though it just uses the same texture from the first one I colored and wont let me color the 2nd black as an individual
I am just learning about texel density and am excited to get this add-on. I'm confused by the ending--after setting all meshes to have the same texel density, why change it for the umbrellas? Doesn't that defeat the point?
As a new user of blender realizing how useful it is to see the nodes to understand things and learn, and coming to see that price, its no wonder the person I'm in discord with thought it was free.
thank you very much this is something i have been looking for a long time and you have it simplied with selecting half of the mesh. everywhere else makes it so complicated.
Seriously the $35 price tag is a joke should have made it open source for everyone to update it sure it's a great tool but the $35 price just ridiculous
@ he has a tut on that for a sci fi box thing that takes you thru uv plus bake norm and export to sub paint. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-1m44KjthuFc.html How to Unwrap, Stack, and Bake Normal Maps in Blender. (Zen UV + Bevel Shader)
Oi amigo é o sefuinte , eu usei Mirrow modifier , ai quando eu fui criar um shapekey .. ai o Blender fica dizendo que não tenho a mesma quanditdade de vertices so que no decimate diz que ambos tem a mesma quantidade . e ai como eu faço ?