Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Now, yes, I might be able to split it out if I assign it to a different materials before bringing the model into SP but if SP worked properly and selected mesh according to the UV Layout, if I select mesh on top of mesh on a UV, I should not be able to select underlying mesh when I select the top layer in the manner I'm selecting it (especially when I select from the 3D view and have no underlying mesh exposed.)
As far as I'm concerned this is a bug that needs to be fixed and has always been a peeve for me working with this software. Constantly having to go back and repaint models that bleed through to areas that it shouldn't (even when properly masked).
Even if you use MatId there will still be bleeding. What game have uv layout like this?
Shouldn't take more than 1 minute.