View previous topic :: View next topic |
Author |
Message |
stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
|
Posted: Tue Jan 29, 2008 1:07 pm Post subject: Multiple uv channels |
|
|
I was using the Headus UVlayout tool prior to release and I enjoyed it a lot. My biggest problem was working in multiple UV channels. I would like to import a mesh and work on multiple UV channels and export it back to 3ds max. When I brought the issue up last year in the forum I was told that Headus staff uses Maya to test the tool. I have been working in Max for the last 12 years and never worked at a video game studio that used Maya.
So my question is can I edit and export multiple UV channels using the new release of Headus?
 |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Tue Jan 29, 2008 2:39 pm Post subject: |
|
|
"can I edit and export multiple UV channels"
Sorry, not yet, but it is something we hope to look at sooner rather than later.
Phil |
|
Back to top |
|
 |
stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
|
Posted: Tue Jan 29, 2008 2:45 pm Post subject: |
|
|
I hope sooner becasue I am trying to convince my lead to buy copies. They like the idea of getting a version of Road Kill which is free and they support Multiple uv channels. I need to be able to edit more than one channel so that i can blend between two materials.
I work at NCsoft and we have many many artists that can benifit from using your tool. All it lacks IMO is multiple uv channel support.
I want UVlayout not road kill. Please make multiple uv channel editing a priority!
Support 3d studio max too  |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Tue Jan 29, 2008 5:39 pm Post subject: |
|
|
"Please make multiple uv channel editing a priority! "
Will do! When I get around to it, it'll read FBX files, so thats going to make it easier to integrate with Max. By the way, in case you didn't know, there is a Max plugin here ...
http://www.headus.com/phpbb/viewtopic.php?t=402
Phil |
|
Back to top |
|
 |
stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
|
Posted: Wed Jan 30, 2008 7:27 am Post subject: |
|
|
Thanks for UV_pipe link! I tried it before but for a reason which I can't qite remember I stopped using it. I will try it again.
Thanks for the quick response!  |
|
Back to top |
|
 |
stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
|
Posted: Wed Jan 30, 2008 12:28 pm Post subject: |
|
|
Thanks to my persistant lobbying for Headus UVlayout. My company allowed me to get 4 copies of the professional version of UV layout. I am looking forward to your updates.
 |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Wed Jan 30, 2008 4:26 pm Post subject: |
|
|
Wow, excellent, thanks for your efforts :-) I have to finish off the UV copy tool first, but will have a look at UV sets after that.
Phil |
|
Back to top |
|
 |
SMcQ
Posts: 9
Joined: 30 Mar 2006
|
Posted: Fri Feb 01, 2008 11:54 am Post subject: "multiple uv channels" = OBJ shading domains for |
|
|
Just a clarification question: Does the term "multiple uv channels" mean the same thing as multiple shading domains in the OBJ format, with a material for each? I'm hopeful this will be offered in an updater soon.
SMcQ |
|
Back to top |
|
 |
stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
|
Posted: Fri Feb 01, 2008 1:41 pm Post subject: |
|
|
No for my project I need multiple UV channels for one material. |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Fri Feb 01, 2008 3:56 pm Post subject: |
|
|
I understand "multiple UV channels" to mean that the one geometry mesh can have multiple UV sets (thats a Maya term). An example would be that you'd have one set/channel for the color map and a second one for the normal map. In the color map you can flip and overlap shells to shared texture space, but similar sharing wouldn't be possible for the mesh's normal map.
Stomps, is that what you're after?
Phil |
|
Back to top |
|
 |
stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
|
Posted: Fri Feb 01, 2008 4:14 pm Post subject: |
|
|
I think I understand you so, yes that is what I need.
Just to be safe here is an another example from my end using those Maya terms.
I have a diffuse map of the side of a rock using map set 1
I have a diffuse map of a top of a rock using map set 2
In 3ds max 2008 I blend out the seams from map set 1 (side of rock) with a vertex alpha blend of map set 2 (top of rock.)
Of course I want to be able to edit multiple map channels that were built prior to me beign introduced to Headus.
 |
|
Back to top |
|
 |
stomps
Posts: 27
Joined: 13 Nov 2006
Location: Austin TX USA
|
Posted: Wed Feb 06, 2008 1:41 pm Post subject: |
|
|
Just want to say UV pipe works great. I remember it was buggy the last time I used it but seems like it works like a charm now! Now I don't lose my vert colors.
Thanks for the suggestion. |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Wed Feb 06, 2008 4:05 pm Post subject: |
|
|
Excellent! All thanks should go to r_knightly who developed that plugin, and was willing to share it with everyone.
Phil |
|
Back to top |
|
 |
IKHandel
Posts: 7
Joined: 06 Sep 2009
|
Posted: Sun Oct 11, 2009 9:29 am Post subject: Multiple UV Channels |
|
|
Cough.
I see this thread was started in Jan08... Just thought I might give it a little prod to see if the priority might be bumped up a little.
Best Wishes
IKHandel
Fantastic app by the way, I am still smiling everytime I use it, such a breath of fresh air after some of the apps I have used in the past. |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Sun Oct 11, 2009 9:13 pm Post subject: |
|
|
Little prods are good! It is there in the back of my mind still, and something like the Copy UVs tool is a big part of the foundation code that'll be needed, so actually whats left to do is probably just file formats and GUIs and the like.
Phil |
|
Back to top |
|
 |
|