EveryWear Tutorial
1) UV Packing
Objective
Customize the ‘resolution’ and ‘spacing’ of UV and automatically reposition the UV shell accordingly.
Details
- You can select the resolution of the UV image.
- Adjust the spacing of UV that are automatically placed when packing UVs.
- Go to the ‘UV packing settings’ window.
- The EveryWear window will close for a moment.
1-1) UV Packing_Option
Objective
Set and apply UV Packing-related options.
Details
- Option to set the UV accuracy from 1 to 5. Values closer to 5 will pack the UVs more accurately to their original form but may increase the amount of calculation and packing time.
- Fix Scale Ratio : When enabled, it adjusts the size of the entire UV shell while maintaining the spacing ratio between UV shells.
- Rotation : When enabled, it allows for the rotation of the UV shell.
- Advanced Placement : When enabled, it uses an advanced calculation method to achieve optimal placement with minimal empty space, but the process may take longer as the number of patterns increases.
- Fill the U:0, V:0 tiles with the selected UV Shell.
- Pack the selected UV Shell directly by specifying the target tile.
- Initialize all user-specified option values.
- Pack UVs according to the specified option values.
- Close the UV packing window and return to the EveryWear window.
2) Texture Baking
Objective
Create maps that express the details of the High Poly model in the optimized model. (Normal & A.O.)
Details
- Create a Normal Map and Ambient Occlusion (A.O) Map.
- Adjust the intensity of the Baked Normal Map.
- The number of rays of light sampled per pixel.
- Increase this value for higher-quality, but please keep in mind that it will also increase calculation time.
- Activate this option to preview the baked map in the 3D viewport. This allows you to see the changes in real-time.
- Delete Baked Map
3) Material List
Objective
Copy an existing material or create a new material, and apply it to the selected pattern as desired.
Details
- Add a new Material item.
- Copy a Material.
- Assign the selected Material to the selected Object.
- Delete the selected Material.
- You cannot delete the material that is already assigned to the Object.