You could almost think of those UV layers as different “saves” of your UV layout. one shot has the character with face close to camera, whereas on another shot their hand reaches out: rreposition UV area to suit camera positioned texture stretching), BlenderArt magazine issue 12 has a way of using it to remove seams by baking the seam areas at the middle of UV islands and painting the joins (BlenderArt magazine, issue 12 p.23 “Texture Seam Removal Using Multi-UV & Render Bake” by Eric Pranausk).
It could be useful if you wanted to apply a map from someone who had used the same object but had the seams positioned differently, you could use it to switch textures in a way that provides “per shot” close up detail of different areas (e.g. This layering looks to me like a way of saving multiple alternative UV layouts. I haven’t really used multiple UV layers the way you have, where instead I would have just made bigger maps (powers of two etc) if I needed higher resolution.
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When I map characters I usually only use one UV layout for the full character (with everything carefully spread out to make the most of the full UV space) and then with that same layout I have separate image textures for diffuse (colour), specular, bump or normals and so on. When I tried exporting it seemed only the “active” layout got exported the other layouts are lost which leads to missing textures. In regards to exporting notice how I have multiple UV layouts. Notice how the hands have a bit more detail at the expense of the glove. Here, the “Body” layout is active, which is the layout that the texturing of the hand is a part of. But if I select one of those other layouts, then the gloves (and any other parts of the model) become flat: The parts of the model that use the “Body” or “Mane” layout, for example, are flat. This is at the expense of the other parts of the model. This enables normal mapping for the “glove” part of my model, as featured here: I also have a set of materials that each cover specific parts of my model, and these materials use one of the texture pairs governed by their respective layout. I have a single texture pair for each of these layouts, one diffuse and one normal. I’m not sure I understand what you’re saying, so let me elaborate.