Im not really sure how to explain my Problem in english but ill try:
Ive used a single project to create a lot of poses with different skins, all using a 64x64 texture size.
Now I want to add an extra model with a different texture, bigger in size. When I select all cubes and create a texture using a x16 template, the texture size for all models gets changed to 160x160(or 256x256, depending on setting) and therefore all the uv's for the 64x64 textures are way to small because their size change as well. Is there a way to prevent this without resizing all of the smaller textures to 160x160/256x256 as well?
#Using a bigger texture size without destroying previous UV Maps
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pick the relevant resolution when creating a new texture
Im not sure if I'm understanding you correctly.
When creating a new texture, i use these settings. I get a correct texture that works fine for the throne model, but it messes up all my previous textures, as it changes the global uv resolution (i guess?) to the new size.
oh, you create a new texture, but keep the textures separate?
Yes. One Model, two textures with different sizes
what model format are you using?
"Free Rotation Item", using the plugin of the same name. I think its basically Minecraft Item/Block
ah, that
So is there a solution to this problem? 😅
Never really worked with that format
Try setting the texture size (in File > Project, not the actual texture size) to 64x64 again and see if that fixes it.
yea did that already, but its just the same problem the other way around. The UV's are correct for all the 64x64 textures now, but the 256x256 texture gets shrunk and becomes a 64x Texture. If it wouldnt resize the texture to a 64x pixel desity, it'd work
Don't use box-uv
im honestly not exactly sure what I did but the texture didnt get resized now and everything seems to be working fine. I mustve missed a setting somewhere when I tried using face uv yesterday. Thank you very much!