I’m working on a low poly truck, and plan to re-use several parts of my texture. for example, I plan to only have two wheels on the texture, and to mirror the uv’s of the other two on them. Now I have two questions:
I’ve mirrored UV’s of the left-wheel and placed it exaclty over the right wheel. Is there a way to group them, so when laying out the map I can select and move both at once?
is there an easier way to do the place-the-polys-outside-the-map-before-baking? At the moment that is my last step (after I’ve finished the UV layout, I manually select all the polys that are overlapping and do G X 1024).
For (1), creating a new vertex group and assigning the vertices of the wheel to the group might be a stopgap measure.
I’m not sure what you want to do for (2).
Case 2 is important when you want to bake normals or AO or so. Basically, if you have multiple UV’s on the same area, this can give ugly baking results because the poly’s over-bake eachother.
The solution is to move all groups but one outside of the map exactly one map-width, so that they will still use the same area of the texture, but they will not be baked.
But if you have ffour wheels on the same area of the map, I’m looking for a simple way of moving three of them.