Uv_0 is the map of the main texture. This is where you bake/draw or photoskin main texture over.
1. Create a mesh. If it's made from scratch it will be not unwrapped. Unwrap it, blender will create uv map named UVmap, rename it to uv_0. 2. Create uv_1 field. 3. Do data transfer from uv_1 of reference mesh to uv_1 of your custom mesh.
Please don't DM me here or elsewhere asking for assistance with Ninjaripper or CC. I don't work in Ninjaripper anymore. Please post your questions in Creator Help thread so everyone can chime in and help solving the problem
Hi. You seem to have a bit twisted idea of how uv maps work in the first place, so to give a better understanding and clarify a few moments:
Imagine a real life globe. To glue the world's map on a sphere without paper folds at the top or the bottom one has to cut it like this
UV mapping works on the same principle. We unwrap a 3d model, as in we create a 2d representation of it, use the result as a guide to create a texture and then apply said texture to the model. As Feyona said, this is the uv_0 map's purpose. uv_1 map works on the same principle but in reverse. Instead of creating a texture based on 3d model's uvs, we decide how 3d model's uvs will be unwrapped using existing textures ( deformer maps ) as a guide. This is what a deformer map looks like ( i can't export them )
But since there is a way of transferring a uv_1 map, we do not need to create it from scratch and can just transfer it from the reference maxis mesh.
So to clarify, a uv_1 map does not "keeps the texture attached" to the mesh, it dictates how the mesh will morph. Deformer map is a texture. The game interprets this texture in a similar way renders interpret displacement maps, I assume
Last Edit: Jan 16, 2020 4:49:14 GMT -5 by mauvemorn
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