For a normal, square UV tile, all you need to do, is ´divide horizontal map resolution, like 1024, 2048. Set Density relies on a precalculated or pre-decided value you enter in the spinner value under Pick (although experimenting is encouraged.Now you've picked a value, all you need to do to apply it to other islands is to select the ones you want to have the same TD and press Shift+Q.Note that hovering over an unselected island and pressing Alt+Q will give you the average TD, not the TD of the unselected island. You can press Alt-Q as a shortcut to set this – just hover over a selected island and press Alt+Q. Picking a Texel Density: This picks and then sets a TD based on the island(s) you've currently selected.Moving on to Texel Density, you have two options: To pick a density via the Pick tool and an island you select, and to set a precalculated value.As RizomUV calculates part of the TD based on the map's horizontal resolution, start by setting it to 2048 However, as the tutorial is created in VS, we will use Pixels as value. If you are a RizomUV RS user, this value is set by default, as you may need the UV stamp as a CAD model sheet element. Pixels will, of course, set TD based on pixels, but it's worth noting that Re stands for Real UV units, which means that there is a 1:1 length ratio between 3D and UV space. Then, decide if you want to use Pixels or Real Values.Start by defining your final working map size in Map Resolution.It’s the latter three we’ll be working with:īefore we start the rundown, it’s worth noting you can define your Texel Density (TD) at any time in your unwrapping process. Scale, which bases scale on selected or non selected islands, Margins, where you set your edge and gutters, and units, margins and TD. In the Layout (Global) panel, you'll find the following options : Pack-fit, which lets you define your packing layout options.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |