If anyone is stuck with creation of second UV channel in 3ds max here is the tip! I was keep trying Abandon and Move options yet channels did not save properly. Turns out like video mentioned you gotta "Collapse to" in order to save UV channels. Workflow: Channel 1 - unwrap uvs. UVunwrap modifer -> collapse to UVunwrap modifier, flip to UV channel 2, unwrap uvs (or load), UVunwrap modifer -> collapse to That way channels retain their UVs.
Thanks Donald! Trying to follow this tutorial, but when I try and change to the 2nd UV Channel, I get a popup asking me to move or abandom the current channel... seems I just cant get 2 separate channels? Im a little confused....
+Ky Lane in the new versions of 3ds Max - you'd want to choose "Move" as opposed to Abandon. The terms make no sense. "Move" actually means copy - "Abandon" means "Switch and just show me what's in the other channel". Hope that clarifies.
i think UE4 has now auto generate second UV channel in FBX importer, but what i'm facing now in my old model it looks fine in 3dsmax viewport, but when i open the UVW editor the map looks collapsed, if i will unwarp it looks i will start over on unwrapping or modeling it? it might takes forever as the model is one peaces contain mirror and classical console with bunch of ornament :/ i have checked with my all models, it looks has the same issue!!!
Hi, is there a way in UDK to create a material that has one normal/diffuse map assigned to one of its UV sets (e.g. tiling texture) and another to a different UV set? Any help would be much appreciated.
It's outdated sadly. There are quite some changes in 3dsmax 2017 and if I follow this the same way then nothing gets saved. Still it is a great step in the right direction.
I'm really confused here :/ I don't really know who says the right thing because some people say when you are creating a 2nd UV channel for lightmap, you have to have 2-4px shell padding or edges have to fall on the grid otherwise light/shadow bleeds when an edge of the UV falls in-between pixel space of UV layout but in this video you didn't even mention those things :/
Hi, I'm using 3ds max 2013 and everytime I switch channels it prompts me whether I want to move or abandon. Move will cause all the uvs to be moved to another channel while abandon, it keeps messing up the uvs. How do I resolve this?
8 years later this is still useful for noobs like me ;)
3DmotiveHD is a gentleman and a scholar.
If anyone is stuck with creation of second UV channel in 3ds max here is the tip!
I was keep trying Abandon and Move options yet channels did not save properly.
Turns out like video mentioned you gotta "Collapse to" in order to save UV channels.
Workflow: Channel 1 - unwrap uvs. UVunwrap modifer -> collapse to
UVunwrap modifier, flip to UV channel 2, unwrap uvs (or load), UVunwrap modifer -> collapse to
That way channels retain their UVs.
Great tutorial, thanks, it was very helpful and answered some hair pulling issues!
now i know why i have really bad lighting and shadows on my objects, thank you a lot for this tutorial :D
you are the best, thanks for every tutorial you made so far.
nice video even after 6 years
Once again, a massive help. Thank you.
hope you do like this tutorial but with UE4 cuz its so good...great work man and keep it up.
Why my first channel is missing?
Fantastic tutorial, thanks so much :)
Thanks for the help!
Am trying to remove seams with 2 channels but when I do this the UV maps offset by a certain amount altough they fit perfectly.
Thanks Donald! Trying to follow this tutorial, but when I try and change to the 2nd UV Channel, I get a popup asking me to move or abandom the current channel... seems I just cant get 2 separate channels? Im a little confused....
+Ky Lane in the new versions of 3ds Max - you'd want to choose "Move" as opposed to Abandon. The terms make no sense. "Move" actually means copy - "Abandon" means "Switch and just show me what's in the other channel". Hope that clarifies.
Yes - ended up working it out :) Rather bad interface design me thinks!
i think UE4 has now auto generate second UV channel in FBX importer,
but what i'm facing now in my old model it looks fine in 3dsmax viewport, but when i open the UVW editor the map looks collapsed, if i will unwarp it looks i will start over on unwrapping or modeling it? it might takes forever as the model is one peaces contain mirror and classical console with bunch of ornament :/
i have checked with my all models, it looks has the same issue!!!
doesn't copy uvs from channel one and pasting them on channel two work ?
Hi, is there a way in UDK to create a material that has one normal/diffuse map assigned to one of its UV sets (e.g. tiling texture) and another to a different UV set?
Any help would be much appreciated.
It's outdated sadly. There are quite some changes in 3dsmax 2017 and if I follow this the same way then nothing gets saved. Still it is a great step in the right direction.
Thanks, that really helped a lot!! :-)
Tnx
It was useful
great tutorial help......nice explanation..............Thanx a lot
I'm really confused here :/ I don't really know who says the right thing because some people say when you are creating a 2nd UV channel for lightmap, you have to have 2-4px shell padding or edges have to fall on the grid otherwise light/shadow bleeds when an edge of the UV falls in-between pixel space of UV layout but in this video you didn't even mention those things :/
excellent, thanks
texture created tutorial please cs
Hi, I'm using 3ds max 2013 and everytime I switch channels it prompts me whether I want to move or abandon. Move will cause all the uvs to be moved to another channel while abandon, it keeps messing up the uvs.
How do I resolve this?
Im having the same issue
***** Did you manage to solve this?
I found out that you should save the first uv layer and then load it then you open up the second uv layer
thanks, that helped :)
Thanks!
Thank you :)
I LOVE YOU !
I think you need a 'go ahead' dollar jar ... you'll be able to buy a Bugati Veyron with the proceeds in no time at this rate :)
haha I know! I've worked on it a little since these days :P
2017前来考古
Great vid though ;)
i love you
stop saying go ahead so much !
Do not watch the fucking video men!