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Test Subject
Original Poster
#1 Old 14th Apr 2013 at 2:36 PM
Default About UV coordinates and different UV maps
Hello

Greetings from Switzerland
Sorry for my bad English.

I look at original objects always different UV maps. Once ambient occlusion / Multiply that represents the entire space on a map. And once the Diffuse representing the texture of good quality. How does it work?

Do the pros use two UV channels? I just get a single UV map to a group. Or have they set the UV selector right? How do I obtain the exact selector?

I would like to record my great object shadow. The texture I stretch in the length, out of the map edge, so it must tiles. Here's what the texture looks really good on the object.

I show the original object so you can see what I mean.

This is the original object


Here you see the Diffuse texture


An here the multiply


I hope you can help me

greeting
Lethandro
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Blenderized to Pieces
retired moderator
#2 Old 19th May 2013 at 9:17 PM
Hello, Did you have a look at OrangeMittens tutorial on object creation? It's pretty thorough. http://www.den.simlogical.com/denfo....php?board=42.0
Sockpuppet
#3 Old 19th May 2013 at 11:19 PM
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