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.

