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Participant
July 2, 2025
Answered

Weird results for position and world space

  • July 2, 2025
  • 1 reply
  • 232 views

Hello. I am trying to bake a position map for an arc and it give these results. I am not sure what I am doing wrong. Its suppose to be a tilable texture so there is so uv overlap.
Thank you for the help.

Correct answer Cyril Dellenbach

Hi @asmodai,

 

Thank you for the message.

 

Considering the Position map is based on the position of the geometry in 3D space, it cannot work with overlapping UVs. If we take your arc as instance, the left and the right pillars are clearly not in the same location, however these two different info will be printed on the same UV shell.

 

Therefore, we will have overlapping info, creating this unuseable position map you currently have. If you need a clean position map, you don't want overlapping UVs.

 

Best regards,

 

1 reply

Cyril Dellenbach
Community Manager
Cyril DellenbachCommunity ManagerCorrect answer
Community Manager
July 3, 2025

Hi @asmodai,

 

Thank you for the message.

 

Considering the Position map is based on the position of the geometry in 3D space, it cannot work with overlapping UVs. If we take your arc as instance, the left and the right pillars are clearly not in the same location, however these two different info will be printed on the same UV shell.

 

Therefore, we will have overlapping info, creating this unuseable position map you currently have. If you need a clean position map, you don't want overlapping UVs.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
asmodaiAuthor
Participant
July 24, 2025

Hej Cyril
Thank you for the answer. It makes sense. Too bad, I guess I need to understand better trim sheets workflow and how to work with them in substance.

Have a great day.

Best

Known Participant
August 1, 2025

Hey friend, I use trim sheets regularly and I think you're asking questions we've all run into at one point or another. I think the core of the problem is offseting you're UVs. Attaching a screenshot that hopefully illustrates the offseting.

 

Something to consider:

  • Baking trim sheets, I do a baking pass first to collect all the trim data. I consider this process entirely separate from the texturing process because trims are much less custom. 
  • For texturing, overlapping is totally fine. Use a seperate model and import the necessary maps. But be aware that painting a brush stroke will duplicate across the texture however many times the trims overlap.

 

For trims, I typically suggest a style that's more generic just so the visual repetition is reduced. Then I'd apply decals (or other surface wear) to the asset in either a 3D package or game editor.