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    UV coords

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    • R Offline
      raduteo
      last edited by

      Hi all, say you export a model with texture + uv and want to import it in SU, I'm told the UV coords don't get translated when importing into SU, is there a way to make this work?

      Thanks!

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      • soloS Offline
        solo
        last edited by

        I'm told the UV coords don't get translated when importing into SU
        

        Have you tried it yet?

        From what program is the model?, what extension is it? and are you using SUpro?

        http://www.solos-art.com

        If you see a toilet in your dreams do not use it.

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        • R Offline
          raduteo
          last edited by

          I'm trying to form a workflow between Zbrush and SU, and I'm told SU doesn't recognize the UV coords, test model with UV coords generated in Zbrush (AUVtiles), texture and displacement map: http://rapidshare.com/files/246740925/x.zip.html

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          • soloS Offline
            solo
            last edited by

            No problems...

            skull.zip

            http://www.solos-art.com

            If you see a toilet in your dreams do not use it.

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            • R Offline
              raduteo
              last edited by

              The main reason I'm asking about the UV coords is because of the displacement map, have you tried to apply and render it?

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              • soloS Offline
                solo
                last edited by

                No, but I'd suggest a higher quality mesh first, as the one you have is not subdivided enough.

                Rendering it will not be a problem as if you have a mapped diffuse image then the bump/displace map will too be mapped, just need to navigate to it in the material editor (depending which render app you are using obviously)

                http://www.solos-art.com

                If you see a toilet in your dreams do not use it.

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                • R Offline
                  raduteo
                  last edited by

                  Well, in V-Ray the dispalcement has a very weird result, you think subdividing the mesh will make the dispalcement work? Also, what is the max polycount per model that SU can handle, is it better to break up a large model into segments or import it as a hole?

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