Step 2: UV Setup
Step 2
In Step 2, you choose how the UV mesh should be recalculated (if at all). You can also choose whether the objects or materials should share the same texture or each be assigned their own separate texture.
Recalculate UV
Disable this option if the objects already have UVs suitable for painting. Otherwise leave the option enabled and the Paint Setup Wizard will optimize the UVs.
Automatic Packed UVs
Optimal Cubic Mapping
Optimal Angle Mapping
Realign
The functions that can be enabled here correspond to the following, including their settings:
- Automatic Packed UVs, Optimal Cubic Mapping and Automatic Angle Mapping can be found as Packed, Cubic and Angle, respectively, in the UV Manager's Automatic UV menu.
- Apply can be found as Bounding Box in the UV Packing menu.
Single Material Mode
Single Material Mode was enabled to share one material between four objects.
Enable this option if you want the objects to share the same material. This is especially useful if you are designing characters for games where you need to be as efficient as you possibly can with the textures. Each object will be assigned its own UV mesh and portion of the texture. You will still be able to paint the objects separately even though they share the same material (see the picture above).
If on the other hand you want a separate material assigned to each object, disable the option. The materials and textures will be named according to the names of the objects.
Previous, Next
Click Previous to go back to Step 1 or click Next to proceed to Step 3.
