Okay right, so I’m in the middle of a texuring nightmare in Maya! I’ve got my character, who has a completely naked top half all in one piece UV-Mapped (finally) using 8 different UV sets, to each of which I have applied a seperate shading group. I did this so that I was not working on one HUGE map.
My troubles come at the borders between sets, and the borders between polygons where I’ve had to slice up the model to lay it flat. How do I deal with the joins? I could just paint the same flat colour at all the border edges, but there are some large-scale colour changes that I want to carry over, not to mention fine bump detail.
I thought I could do it by copying, then rotating and scaling a piece of the texture in Photoshop, then painting over it (if that makes sense), but it still wouldn’t be perfect.
Then I thought, for the bump, convert solid texture! I’d just use a 3D texture and that would sort out the joins automatically, as long as I didn’t touch it at the edges. But NO! Stupid frickin bastard Maya won’t do convert solid texture when I’ve got multiple UV sets, it’ll only do it for the first UV set (the head)!!!
Please, does someone know a good workflow for doing this? I think I’m just gonna have to have a lot simpler colours on him as I haven’t got much time left before I need to start rigging. please somebody! Or do I just have to do it the slow and tedious way of trying to match up my painting along the edges? Surely there’s got to be a better way, people do fully naked creatures with complex skin textures all the time!