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#10 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() Quote:
You however would need uv2 data but it doesn't have to be 'correct' so to speak. This can be done by either copying the main obj, and rename it to ...-uv2.obj (basically you create fake uv2 data) and use the import with OBJ as uvmap support files. Or you could use the Unwrap modifier and create 'fake' data for the 2nd channel by simply generating a new uv map from the 1st channel. The specular map uses the uv data of the diffuse map so that's no problem here. Later, when it's time to work on the AO map, you can export the actual correct uv2 data, and replace the AO texture with the newly baked texture.
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