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 > > > > > > > >
