Hello all, I haven't tried this yet, so forgive me if it's a stupid question. I have a rather large project coming up (inside/outside of medium sized house for real-time applications) and, unlike most of what I have been doing, this will require quite a bit more than simply one texture map, as I can only use 4K maps in-engine and my target texel density is quite high. That being the case, I am quite used to using multiple uv spaces on a single model to up the texture quality, however, I'm not quite sure how to project multiple UV maps in photoscan. I know there is an option to make multiple uv maps in the texture generation process, but will this automatically recognize where the uv tiles are on the model when I select "keep uvs"?
The alternatives if "auto-magic" is not an option that I can think of are:
A. to to export an FBX with camera locations into mari and re-project the texture, but seeing as there will be thousands of images I'm not sure how viable that is...
B. Export a vertex colored FBX to ZBrush, reproject onto re-topologized model and use their multi-tile uv feature to bake textures from vertex colors. The problem here is I lose a lot of the texture quality with vertex colors that is the purpose of using photoscan in the first place, as well as the inevitable screw-ups with zbrush re-projection that either take forever or are impossible to clean up...
C. Export many copies of the retopo model with each set of uv's moved to the 0-1 space one at a time and bake textures one at a time... kind of a pain but should work.
Any thoughts?