How can you add another UV map slot for a thousands of objects with different topology? "Copy UV maps" doesn't work, it gives an error that objects has different count of loops :/ Maybe there is some script that adds the new slot?
This is so insane. 20 years of Maya and Max : never heard of that. SO fucking powerful. Another way to use it : generate fur/hair cards with color information coming from the diffuse of the Target object. And get the opacity map from a totally different texture with a different unwrapping. So fu**ing glad I moved to Blender. One more reason to never use Autodesk products ever more (except 3DS Max retopology modifier).
Holy crap, Makes texturing so much easier
This quick tutorial kinda saved my project/helped me nail down a functional workflow. Thank you so much.
I've been looking for a way to do this for well over an hour! Thank you so much!
This can be my fullest 2 minutes. Thanks dude.
haha thanks!
ok it took me a few goes as someone who hasnt touched blender in 8y but THANK YOU SO MUCH this was perfect :D
Legend thank-you. I have been brushing water uphill for years. Time to level up :)
Freakin' genius, thank you!
Great tutorial, pal!
awesome job, just what i needed. thank you!
nice and quick, thanks! Great video
Very helpful, it solved my problem. Thank you
How can you add another UV map slot for a thousands of objects with different topology? "Copy UV maps" doesn't work, it gives an error that objects has different count of loops :/
Maybe there is some script that adds the new slot?
Is this a good idea for models you plant to sell for people to use on other 3D software and game engines?.
is there a way to do this without node editing so i could export it like that to substance painter?
Exactly what I was looking for thanks. If you plug in the uvw map node can I still use node wrangler?
thank you so much bro this help me a lot!!!!
Helpful tutorial, but the file name is very relatable LOL
This is so insane. 20 years of Maya and Max : never heard of that. SO fucking powerful.
Another way to use it : generate fur/hair cards with color information coming from the diffuse of the Target object. And get the opacity map from a totally different texture with a different unwrapping.
So fu**ing glad I moved to Blender. One more reason to never use Autodesk products ever more (except 3DS Max retopology modifier).
If I import a model into Unity, I'm not seeing that is uses the second UVMap. Any clue how to use multiple UVMaps in Unity?
The way I found to do this is with Shader Graphs in Unity. It's node based, so pretty straight forward.
Nice!
What? Awesome bro, thank you!!! Needed this so much!
Notifications on.
what a legend. ty
Nice! Thank you!
So how do i do the panels for a plane ?
Can we apply textures coardinate node and uv map node at the same time
Legend
Amazing, thanks for sharing!
This was a huge help man, thank you!
Great Thanks! Really useful and quick )))
Thank you very much!
This is really helpful. You solved my problem. Thank you! *subscribed :)
perfect
THANK YOU MAN!
Thank you
they should put the ad-uv-map in uv map window 15 years ago
Thanks a lot. 🤟
hey thx. a more complicated model plus a baking process would be good.
very usefull
thx
Thanks
🎈
what
THANK YOU SO MUCH MAN
Thank YOU