Wouldn't it be easier to just paint the transition right on top directly on the 3D model? IHMO, once it's unwrapped correctly for good, painting the transitions right in the 3D view is much easier than having to reunwrap and recreate a new UV map for transitions. What do you think?Monkeyboi wrote:So you suggest this would make it harder and more time consuming using several coordinates? Quite the contrary, what now is a huge pain (removing seams) that never looks 100% perfect, can be done extremely effectively and quickly using several UV coordinates. This is how it works:
The example would have worked better on a more complex texture, but you can clearly make out the seam where the arm UVs are sepperated from the body UVs. Instead of having to use loads of time in Photoshop or similar trying to match the colours, veins, bumps, saturation exactly, you just slap different texture on top with an alpha map, and there you go! No seam! The whole point is that it is easier and gives you better results.
Maybe it's just me, but I really don't see why you would need another set of UV coords to do that, unless your first set isn't done correctly. Just start with a completely transparent texture, slap the logos on top and you're done.Besides, it has more uses than just removing seams. Decals on a car, as has been mentioned could effectively be added using this feature. The same goes for any small detail you might want to add to an object that is UV mapped.
That point is moot. Everytime you choose Refl, Orco, Nor, Glob, Win and other mappings, it's the same mapping coordinates from one texture to the other. All of them represent a different mapping method clearly adapted to different kinds of situations.Blender already allows you to assign one texture to Cubic mapping, and a different one to Sphere on the same object. You can also have one texture with 'Refl' and one with 'Glob' coordinates. Blender already recognises that it is very useful to be able to control texture mapping per texture, and therefore it is quite an obvious limitation to only have one UV map per object.