Yeah, just showing seams (boundaries) should be enough to spot them, select
them, and dispatch them.


On Sun, May 12, 2013 at 3:32 PM, Enrique Caballero <
[email protected]> wrote:

> Thanks Martin, thats what i suspected as well, but I havent done uvs in
> almost 3 years so wasnt sure. I appreciate it. Will pass the info forward
>
>
> On Sun, May 12, 2013 at 1:29 PM, Martin <[email protected]> wrote:
>
>> Only one UV polyface in an island has been inverted/flipped ?
>>
>> If that's the case you should be able to detect it in your Tex.Editor.
>>
>> Softimage doesn't "merge" UV samples that aren't adjacent so their
>> borders should appear green/blue in the Text.Editor when you select them
>> because they are not "merged".
>>
>> If the samples are adjacents and have the same coordinates, then they
>> shouldn't have green/blue borders.
>>
>> M.Yara
>>
>>
>>
>> On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero <
>> [email protected]> wrote:
>>
>>> sorry guys, wrote that quickly
>>>
>>> k so apparently these artists have somehow managed to create UVS where
>>> some of the polygons in that UV island/shell/hull are facing in the
>>> opposite direction.  So that on those polygons the bump and displacement
>>> maps are inverted.
>>>
>>> I'm not sure how they actually did this, they probably cut up the uv's
>>> and then tried to put them back together, but somehow messed it up, and now
>>> some of the UV's are flipped.
>>>
>>> They are new starters from a company that used 3dsmax so they are still
>>> getting used to the xsi workflow. They have asked us if there's a quick way
>>> to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
>>> uv's  would be a different color in the uv editor.
>>>
>>> anyway i dont think that there is, as I've never ran into this issue
>>> before, when I UV i just a combination of projections and uv unwrap. and
>>> everything comes out okay
>>>
>>>
>>> On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane <
>>> [email protected]> wrote:
>>>
>>>> Was about to ask for the same. For those of us who don't know max
>>>> inverted UVs and a stitching where it wouldn't be blatantly obvious don't
>>>> make a lot of sense in the same sentence :)
>>>>
>>>>
>>>> On Sun, May 12, 2013 at 10:54 AM, Matt Lind 
>>>> <[email protected]>wrote:
>>>>
>>>>>  define inverted uv
>>>>>
>>>>>  ------------------------------
>>>>> *From:* [email protected] [
>>>>> [email protected]] On Behalf Of Enrique
>>>>> Caballero [[email protected]]
>>>>> *Sent:* Saturday, May 11, 2013 6:58 AM
>>>>> *To:* [email protected]
>>>>> *Subject:* Test for Inverted UV's
>>>>>
>>>>>   Hey guys,
>>>>> I'm passing forward a question from one of our new artists here that
>>>>> stumped me.
>>>>>
>>>>>  Is there a quick way to check for inverted UV's in softimage.
>>>>>  3dsmax apparently has one built in.
>>>>>
>>>>>
>>>>>  Basically sometimes the uv's get stitched together inverted and they
>>>>> are having a hard time detecting these.
>>>>>
>>>>>  Thanks,
>>>>>
>>>>>  -Enrique
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>> it and let them flee like the dogs they are!
>>>>
>>>
>>>
>>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!

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