Hi,
I’ve worked out in 3.5 how to create a normal map from my high res sculpt (although I had to search before realising I hadn’t switched to my lowest sub division - doh!), however, the model I’m working on has 3 sets of UVs, and each set has overlapping sections (i.e mirrored / duplicated parts).
Viewing the UVs in max I have the following setup.
1 2
3 4
5 6
[If 3 is the central UV square - if that makes sense - i.e. bottom left corner of 3 would be 0,0]
1 = first set of UVs
2 = overlaps of 1
3 = second set of UVs
4 = overlaps of 3
5 = third set of UVs
6 = overlaps of 5
At present if I create a normal map, it seems to be making it up from all UV sets.
How should I have my UV layout so that I can export each of the 3 maps whilst ignoring the other UV information.
Many thanks.
Fozz