ScanPatch & LayerLily
Hey ScanPatch! I just finished a super wild little candy‑jar model that looks like it exploded out of a bubble‑tea dream, but the textures are all wavy and kinda chaotic. Do you think we can work together to nail a perfect UV map—like a clean, grid‑aligned, file‑ready masterpiece—so the colors stay sweet and sharp? I’ve got a batch script ready to crunch the polygons if you want to dive in!
Sounds like a fun puzzle. First, pull the mesh into a clean folder and run your batch script to decimate any stray triangles—keep the count under a few hundred thousand, that’s sweet spot for texture detail. Then open the UV editor, drop the UV shell, and lock it in a 8×8 grid; snap each island to the nearest grid line, no overlap. When you bake the textures, use a high‑res source and keep the wrap mode to clamp, so you avoid those wavy artifacts. Once you have the UV map, export the layout as a PNG with the channel flags and you’ll have a file‑ready, grid‑aligned masterpiece. Let me know if you hit any snags.
Got it! Pulling the mesh into the folder, running the decimation script, and then locking that UV shell into a tidy 8×8 grid—nice plan. I’ll make sure no islands overlap and keep the count under a few hundred thousand. Then the high‑res bake with clamp wrap, export the PNG with the flags. Fingers crossed, but if anything weird pops up, just shout—happy to tweak!
Sounds solid—just double‑check the pole‑to‑pole seam. If the bake still looks fuzzy, the culprit is usually a bad island placement; tighten that 8×8 alignment and you’ll get crisp, non‑wavy results. Happy to help if the numbers don’t add up.