Thanks for the infos :-)

My task is: Creating really good UV-Coordinates
for a complete alien-character. ( :-).
(I'm in a test, my site-alien has hands now,
should be for the "blueman", too. He has no proper UVs)

Here's what I did:

I've created two UV-Sets one part for the
upper half of the arm+hand and one for a finger.

Then I've merged the two UV-Sets and created
a screenshot from the UV-ViewWindow.

I've used the screenshot as BackdropImage in the UV-view
and as Illumination-Map for the merged UV-Set.

Everything is looking as exspected.
The borders from the UV-View screenshot image can't match the
SDS borders exactly because of the SDS interpolation,
I know that :-? (The UV-Set is set to Interpolate Boundary)

Next try was to expand the UV-parts by one face
and switch of Interpolate Boundary, but this gives me holes
at the seems :-(

What I like to have: UV-parts which match exactly at the seems.

Why not connect? Hmmm, it's a hand and it should
be impossible to get good UV-Cordinates without
cutting the UVs here and there.

I'll give Arjo's tip a go, and I'll try it with a scope-map, too.
Maybe I should cut on other faces :-?

The UVs are needed for displacement maps.
And I try to realize it in RS only ;-)
(Not with Z-Brush, Modo or other tools)

I'll post the result and my way after getting it.

Thanks for the input,
Matthias




----- Original Message ----- 
From: "Daniel Richter" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, November 10, 2006 6:44 PM
Subject: Re: UV-subpart question :-?


> I'm not sure I understand. If you want there to be no visible seam
> between the objects, why not connect the two UV patches.. ?
> 
> Maybe I'm not getting it...
> 
> Daniel
> 
> On 11/10/06, Arjo Rozendaal <[EMAIL PROTECTED]> wrote:
> > Hi Matthias,
> >
> > I noticed that it's a lot easier to manipulate an UV mesh when you attach a
> > texture first. I don't understand why, but the UV editor behaves quite
> > strange when there's no texture attached. So I would suggest to create some
> > basic mapping and then use the map2obj tool to map the material to the faces
> > of the object. When you choose the material name in the UV editor you can
> > easily move the UV mesh around.
> >
> > Arjo.
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] Behalf Of Matthias Kappenberg
> > > Sent: vrijdag 10 november 2006 13:18
> > > To: [email protected]
> > > Subject: UV-subpart question :-?
> > >
> > >
> > > Me again,
> > >
> > > pressed to fast ENTER, sorry.
> > >
> > > Please have a look here:
> > >
> > > http://the-final.com/uv-qt.gif
> > >
> > > Is there a solution to match
> > > exactly the pixels from one subpart to another?
> > >
> > > THX in advance,
> > > Matthias
> > >
> >
> >
> 

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