Hi all,
I am trying to convert some 3ds max models into Unreal but I usually encounter some problems: I would want to use a decent and fast system to make the lighting UVs for channel 2, so I have tried the flatten unmapping of Max to not having poverlapping UVs, but when I import the model in Unreal I find different UV scales, so maybe a model presents lighting resolution with red squares and some other zones with stretched blu “rectangles”.
Please, is there a way to prevent those scaled or streched squares when doing flatten mapping? (I don’t want to make UVs manually).
I have heard about UVlayout software, but also in this case I would need it to have an automatic or semi-auto system, simply fot lighting UVs. Does it have it? Is it as easy and fast like Max’s flatten mapping? Do you know about a good and “direct” tutorial and could you share it, please? (or about another better software for this purpose).
Thank you very much!