Both maps would have to be, "stuck" together throughout the placing, stretching, and resizing phase, or they will end up out of sync with one another. One single Texture is no problem, drag it, get it into shape etc, no problem, but let's say for every face of my simple object I need/want to not only have the Diffuse, but the Normal also. I need to understand how to apply a number of multiple Texture Maps, (ie Diffuse, Height, AO, Normal), inside of Photoshop, while stretching, and aligning them to the UV. Ultimately, this model, and its UV, are going to end up inside Unity. Simply creating a few new layers and dragging, and stretching textures into place where they belong on the UV, is not the problem. PSD within Photoshop to apply my Textures to the UV Layer. Next, in my personal pipeline, I will "Create UV Mesh Layer", and save the Texture out as a. Forgive me as I attempt to purvey the details of my question, as to structure the question in the most concise manner.Īs seen in the attached picture, within Cinema 4D, and created solely for the sake of this discussion, I create a simple object, and unwrap it.
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