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!

