To get the square shape, use the "squarify" feature followed by re-unfold operation in the unfold operator...assuming the unfold operator cooperates, which it often doesn't do (for example, creates square/rectangular shapes, but orients them at an arbitrary angle). The native Softimage horizontal and vertical collapse UV tools will put selected UVs in a nice row or column, but you'll need to manually push the points around in the UV editor after the fact to line up with the appropriate texture image details. For past productions I wrote tools to align/heal edges of selected polygons/edges/UV Islands to image details for exactly this purpose. That would be the most efficient 'simple' route short of a magic 'do it for me' button.

For the anime content he's showing on screen, there's really no reason to have as many tiles as shown if they all consist of the same dimensions and color. A single tan tile, for example, consisting of only a few pixels in U and V will serve just as well and consume much less memory allowing saved resources to be used for other purposes. UVs can overlap the same physical space and reuse the edge for the ink line. UV placement is independent of image resolution.

Another technique, if applicable to their engine, is to deactivate filtering for the texture image because it's details are horizontal / vertical lines and won't create aliasing at render time filtered or not. So why waste compute cycles? Only valid if the tiles are a solid color, as shown, so no risk of banding or other artifacts showing up. This is an old, but useful, technique for real time content...and engine specific.


Matt






Date: Mon, 8 Jun 2015 21:44:13 -0700
From: Eugene Flormata <[email protected]>
Subject: Re: GDC presentation: Guilty Gear Xrd and Softimage
To: "[email protected]"

does anyone know a quick way to get poly island UVs to get that square
shape? without manually aligning the edges?
https://youtu.be/yhGjCzxJV3E?t=27m25s
this link has a timestamp to the UV example

On Sun, May 31, 2015 at 8:09 PM, Jason S <[email protected]> wrote:

 Also related to the gator thread, he talked about using live Gator
operators to tweak normals on simpler arbitrary meshes that are transfered
to higher rez,

but one of the last questions was,

... my other question is weather  there are some key features in XSI that
you could only do in XSI with this game ?

I wouldn't want to do it in any other software, that is simply because you
can just go back to any sate, and continue fiddling with the model without
any redoing the skins, or redoing the UVs... it just keeps there and you
can keep working on it to the last minute...



On 05/29/15 20:12, Pierre Schiller wrote:

  Totally agree with Emilio Hernandez & Tenshi S.
 AD knew since the very beggining that SI was built with years ahead of
concepts and worflows. And every release was a pain to them
 that the least commercialized/advertised software was the one that got
the jobs out the door quicker and paid.
 Not so much with the "other AD 3d package brothers" do they do it now,
taking advantage of SI technology? well.. 2018 will tell..

On Fri, May 29, 2015 at 1:16 PM, Tenshi S. <[email protected]> wrote:

I saw this a few days ago, and i was wondering why i still don't
understand EOL.
To hell with "A".

On Fri, May 29, 2015 at 12:44 PM, Sebastien Sterling <
[email protected]> wrote:

they used 2013 for this, and according to the guy this stuff could have
been implemented years ago. do people still use lightwave as an alternative
for this kind of shading ?

On 29 May 2015 at 15:56, Nicolas Esposito <[email protected]> wrote:

o_o

 Thats pretty impressive!

2015-05-29 16:54 GMT+02:00 Emilio Hern?ndez <[email protected]>:

 Beside the amazing job, presentation and tech data.   I would like
to see the faces of the attendants showing all of this in an EOL software?



Thanks for sharing and again amazing job!



Long live Softimage.

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