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I will try and explain what I mean and figure out what you mean using something I modelled
the UV island I have selected is texture 3 it shows red on the UV view
Each texture has an island
the are stacked but use different texture maps
the UV's on each of those islands do not overlap but the entire island obviously ovelaps all the others
do you mean you cannot stack textures?
if so UDIM which looks a bit like my next UV layout could work
or Atlas like my third one
OK Thanks
I'm just asking ,Do I half to stack the UVMaps like this ?
I for one, still do not understand the question or the point behind the question.
What you are showing, is that you have selected all the materials of the truck and Blender is showing the UV maps of all of them "stacked" - Select one material at a time and you will see the UV map for that material.
What PerttiA said...
And, no, you don't have to use stacked UV's -- Use the new UV technique that wasn't available to us for years, but now is, that both Stonemason and myself have pointed out -- UDIM.
Genesis 8 Male/Female use UDIM, so Daz Studio can use it, and Blender has it now, so you can create UDIM maps.
See Stonemason's post for a link on UDIM and how to use it...
Or, use the Atlas style UV map by selecting all UV islands and select "pack" UV (might require an add-on) which will separate all UV islands to be side-by-side within the UV space creating one UV map.
Ya theres a lot of confusion on this thread and thanks for the help.
The question is Do vender half to stack UVMaps ? I never asked how ot why to use UVMaps .I think that's where you got confussed.cause the .jpg I posted had all of the mesh selected.
The point of the question is I don't like stacked maps so do I half to stack them.
The stacking is what I'm not getting... where is the stacking occurring... in the image file? In the code devoted to texture coordinates? Both? Neither?
I've UV mapped models before. I haven't seen stacked UV maps before, and when I learned to UV map, stacking was never mentioned... what is the purpose, what is the advantage?
I actually looked up stacking UV maps using various takes on the query before I asked my original question, but nobody in any threads where it's mentioned explains them other than it seems that it's an issue when importing models made in certain modeling programs people who asked about them seemed to not want them stacked.
The only way I'm imagining a UV map being stacked like cards is that there is a single image file with multiple layers like a tiff or psd file... each layer acting like a separate UV map...
Or possibly there are separate image files serving as UV maps, that are being unified to act like one big map in the model's texture coordinates data...?
I generally export and unwrap my models as OBJs because that's what I was told is the most common and universal format, so maybe FBX is so radically different, I'm not getting some fundamental differences and advantages.
Ignore this... Forum software is freaking out and posting my edited/ deleted posts as separate posts... WTF?
If you are importing something really complex, like say a truck for example, into DS as one OBJ consisting of seperate pieces, you open the UV's and will see a giant jumble mess of stacked UV's. If you import it in a bunch seperote OBJ, each piece will have a different UV map. In the jumble mess one, it doesn't really affect anything, it still acts the same. You will likely be putting a different shader for pieces, IE having a mirror shader, and applying it to chrome parts, a car paint shader and applying it to the body etc etc. Stacked UV's are only really an issue, if you are trying to like hand paint textures, then you would need to export versions of UV templates that don't have overlaps.
......
"The question is Do vender have to stack UVMaps ?"
No, the only benefit to using UDIM style is it gives you the ability to paint across multiple material zones when using an app like Substance Painter
If you select everything and the kitchen sink on a complex scene, Blender will show all the UV maps "stacked" on top of each other in the UV editor interface, it is not something that is done separately or specifically.