Thanks for the screenshot and the explanations. I´ll give that a try,
it´s probably exactly what I am looking for.

Regarding UVset interpretation of an *.obj from Softimage inside
3Dcoat, that is likely a similar problem to what happened in earlier
ZBrush builds, e.g. the UV´s came in interpreted as seperate shells/face.

I´ll see if I can produce a simple repro *.obj and provide it to
the experimental branch/bug list of 3Dcoat for them to deal with
Softimage´s approach to describing UVs and UVspaces.

The Zbrush guys solved it, so there is a working solution.

I´m not sure it´s as simple as auto merging UVs based on Texturespace position
because then shells ontop on each other (for saving texture space) would get
mangled or get corrupted but some logic along the lines of "if is same vertex 
and
same texture position" might already be a good suggestion to file along with 
the bug.

Cheers,

tim





On 21.12.2013 18:48, Martin Yara wrote:
You don't have a "thick UV edges" option in SI, but you have show connectivity 
with multiple colors which is much better.

Softimage doesn't merge or cut UVs like Maya. Softimage UVs are always 
separated, you join them by move them to the same UV coordinate ( healing ), 
but they aren't merged, they are
still different samples in the same place. That's why when you export something 
from SI to Maya, all UVs will be cut and you'll have to merge them inside Maya. 
I don't know how 3D
Coat handle this.

Martin


On Sun, Dec 22, 2013 at 12:48 AM, Tim Leydecker <[email protected] 
<mailto:[email protected]>> wrote:

    Also, in XSI I find it more difficult to determine if two UVs really align,
    where in Maya, I can see in the HUD if it´s one or two and merge them to 
make
    sure or even simply check border edges to be displayed as thicker than edges
    inside a shell.

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