Hello to all who view this.
I am wondering if it is possible to utilize only a portion of your UV set space in ZB, for texturing and exporting displacement,normal, and color maps.
The image below shows how you can, in Maya, break-apart the 0-1x0-1 space into multiple regions that can themselves host a single square or rectangular map (different regions are indicated in the image by different colors); by repeating the maps as appropriate in the U and V, and then blending them together in your shader network you can maximize the greatest range of reusability, resolution variation and Asymmetry, and deal with the quirks of Maya’s bumpmap to UVlayout relationship.
From what I’ve read it seems that ZB doesn’t do non-square maps, but I haven’t been able to find any commentary on whether it can segment the 1-1 space into smaller chunks in this way that are themselves treated as individual UV spaces, such as 0.5-0.5 space etc. Similarly to how in Maya you can do a UV snapshot of any arbitrary space.
I know ZB reckognizes different UV spaces, and I will be working with those, but I’d like to be able to break each of those down, as shown in the image.
Any help would be great.
FYI - I won’t be able to check responces 'till tonight after work.
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