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Thanks !
Consice, to the point, easy to follow. Great work!
Thank you so much for the detailed explanation, you've spared me some serious headaches! Brilliant.
good to hear
My god. What a good thing to know. Thanks alot
Mfw I'm using Max for 4 years and now I'm learning about Non Convex option. I always used UVPackmaster 2 for this but this seems far more straight forward than hand packing UV island to keep texel density for environment scene.
this really saves time. useful one
So the half checker size will be the same as the other one with this method?
SAVE MY LIFE 👍👍👍👍👍👍
and about the uv margin. can we define clusters distance from margin like padding option?
Usually the resolution during packing defines that
how do you export this into substance, because when i do that the UV come in really mixed and messed up for some reason
may be u forgot to check "Use UV tile workflow" checkbox in painter while creating new project.
@@zarus.m9925 yes I didn't check that
@@itsmagicpanda that must solve the problem then
Thanks !
Consice, to the point, easy to follow. Great work!
Thank you so much for the detailed explanation, you've spared me some serious headaches! Brilliant.
good to hear
My god. What a good thing to know. Thanks alot
Mfw I'm using Max for 4 years and now I'm learning about Non Convex option. I always used UVPackmaster 2 for this but this seems far more straight forward than hand packing UV island to keep texel density for environment scene.
this really saves time. useful one
So the half checker size will be the same as the other one with this method?
SAVE MY LIFE 👍👍👍👍👍👍
and about the uv margin. can we define clusters distance from margin like padding option?
Usually the resolution during packing defines that
how do you export this into substance, because when i do that the UV come in really mixed and messed up for some reason
may be u forgot to check "Use UV tile workflow" checkbox in painter while creating new project.
@@zarus.m9925 yes I didn't check that
@@itsmagicpanda that must solve the problem then