How does 2 objects sharing UV space work?


Hey guys,

I have modeled and textured a pair of shoes. As per a tutorial I learnt that for areas that share a similar texture the UVs can be placed one on top of the other because the texture would be the same. So that’s what i did, two shoes sharing a UV space, placed one on top of the other. However now that I have sculpted it in Zbrush I can’t seem to be able to get a neat displacement map or normal map.

How does sharing UV space work? Or is there something I am doing wrong?


What program did you use for modeling the shoes?

My guess is that the issue has more to do with how you’re extracting the normals and displacement maps, rather than how you set up the UVs.

If all else fails, I’d suggest deleting one of the shoes, because once you perfect a single shoe, you can just mirror the shoe and the new mirror will have the same UVs as the original.


UV map sharing (one overlaid on top of the other) works great when the objects have identical geometry. Then you can mirror the objects and have one UV island map the pinky toe side of the shoes, and have the other UV island map the big toe side of the shoes.


I used 3ds max to model the shoes.
Extracting the maps from just one shoe worked better.

Thanks for the help :smiley:


Ok. I thought maybe your software could do overlapping UVs on the fly. The other way is just as good, and probably better.


3ds Max can do overlapping UVs on the fly as you described. My solution was more of a way to remove any unknown mistakes that may have been made during the whole process.

The image you showed of your sculpting only had one shoe with sculpted details. If you were trying to extract a normals map from that, then it’s possible you were confusing the program as the map extraction would be trying to create normals in the same UV space referencing non-identical geometry from the hi-res shoes.

I’m glad you got it working! :slight_smile:


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