Hi,
I’m new to Blender and have some newbie questions that hopefully someone can answer.
I’m currently working on my stylized character and modelling part seems fine. I’m now on UV mapping and texturing stage where I have some trouble.
I’m currently using Blender 2.93.5 and working with Cycles renderer.
UV mapping questions
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I often find myself repeating some steps during UV mapping. i.e. Giving more space to an island by scaling it further. Yet, when I find the need of changing something in the mesh and re-UV map whole thing, my customizations for specific parts would be gone. Is it somehow possible to “pin” or preserve the already-edited islands that I’m happy with?
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How one can find his/her way among many UV islands? I mean, for the sake of high details, I have a bunch of seams here and there, thus, creating around 15-20 pieces of UV islands. When I export these and import them in Photoshop to paint and edit them, I can barely name which island represents which part of the mesh. How do you experienced users deal with this?
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This question is actually related to 2nd one. Is there a 3rd party plugin that “magically” converts UV islands into Photoshop layers? It’s really hard and time consuming to every time make selections with lasso tool and distributing all tens of islands into several layers in Photoshop, especially, if I make further changes to the same UV layout.
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Syncing selection issue. I found it quite frustrating to be able to do one thing at a time when UV mapping. By this I mean, if I do not sync viewports between mesh 3D and UV window, I’m able to select UV islands, or else this option is hidden. But, if I toggle off “syncing” then, I have to select whole mesh in order to see the UV layout in the UV window. But this does not help because when I do selections in UV window, I cannot see the corresponding part in the mesh view since because whole mesh is already selected. If I turn on syncing all my selections are reflected between those two windows but this time, I’m unable to make “island selections”. Why is so and is there any preference to be turned on that I’m not aware of?
AO question
What as far as I understand from AO maps, it mimics depth of ambient lighting to a degree to create more realistic volumes and surfaces and as far as I read, it does not matter what kind of a light you use in the scene. But, somehow sometimes my AO maps look having way more contrast (exaggerated in the worse direction) compared to some others where a good amount of AO is applied. What is the cause of this if the scene lights do not affect the AO map directly? Material or some nasty nodes in the Shader Editor?
What are the optimal settings to get nice but considerably enough AO along with my UV layout?
Thank you anyone and everyone who could bare with my long post up to now and have time to answer any of these questions.
Cheers,