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Xena
Posts: 22
Joined: 05 Jan 2006
Location: Australia
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Posted: Sun Feb 05, 2006 2:42 am Post subject: |
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Not sure if this has been requested or not ... some form of snap-to. I've noticed if you get the edging nice and straight then pin it, the resulting flatten is extra neat in the middle (had a tricky pair of boots to map), so to be able to snap the edging to some straight line would be great. |
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headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sun Feb 05, 2006 4:53 pm Post subject: |
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Yes, edge straightening is a popular request, and is definitely on the list.
Phil |
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Xena
Posts: 22
Joined: 05 Jan 2006
Location: Australia
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Posted: Sun Feb 05, 2006 6:31 pm Post subject: |
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Cool, thanks Phil |
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freeschwag
Posts: 4
Joined: 19 Dec 2005
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Posted: Wed Feb 15, 2006 2:55 pm Post subject: |
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Howdy.
Not sure if this has been requested yet, but it might be handy to have
some form of a visual grid built into the UV-space interface that helps with
line-up and UV adjustment (maybe even an option for on/off, for those
that don't need it).
Also connected to this, a way to move your UV's (the whole UV shell,
and/or maybe even pinned points) in a more accurate fashion and a
way to keep a shell "hot" for this movement.
For example, if I want to move 2 shells so they line up in UV-space, I
just toggle the grid on, select my shell I want to move as "hot", and hit
the appropriate arrow keys to make the shell move unit-by-unit to
where I need it.
Kind regards.
freeschwag |
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headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Feb 15, 2006 5:11 pm Post subject: |
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Thanks for the suggestions! Others have requested similar things before, so lack of
a grid is obviously a common frustration ... it shouldnt be too hard to do I think ...
I'll see if I can get them into the next release.
Phil |
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freeschwag
Posts: 4
Joined: 19 Dec 2005
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Posted: Sun Feb 19, 2006 10:54 am Post subject: |
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Hey Phil,
Just wanted to pop in and say that your implementation of the grid looks
awesome! Nice job, indeed.
Your software is actually making this UV-crapola fun, hehe.
Cheers.
freeschwag
(soon to be another new customer) |
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groblus
Posts: 1
Joined: 20 Jan 2006
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Posted: Mon Feb 20, 2006 3:49 am Post subject: |
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Hi.
New flattening algorithm is much quicker and it's more immune to falling into "pulsing loops" while flattening long but thin faces, but it tured out to produce overlapping uvs quite often. For example flattening a t-shirt with a "neck hole" used to be problematic due to unstable results (pulsing faces) prior to 1.9, but now it produces a stable result quite fast but the faces around the "neck hole" overlap. It's not a major problem or so, but it could be tweaked somehow withing the flatening algoritm itself (not by hand later on ) |
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Steven Taylor
Posts: 7
Joined: 05 Jul 2005
Location: Boston
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Posted: Mon Feb 20, 2006 5:16 pm Post subject: new version |
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this tool just keeps getting better |
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headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Mon Feb 20, 2006 5:32 pm Post subject: |
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groblus wrote: | ... but the faces around the "neck hole" overlap. |
Yes, I have similar problems here with eye and mouth holes. I did have a thought
about that though ... uvlayout could put some sort of invisible geometry in the hole
to maintain the shape through the flattening process. You could try this yourself
by plugging all holes before giving the OBJ to uvlayout, then delete those faces
afterwards.
The other workaround is to use the 'p' and shift-p hotkeys to pin the points around
the hole before the flattening has gone too far and it starts overlapping.
Phil |
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freeschwag
Posts: 4
Joined: 19 Dec 2005
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Posted: Wed Feb 22, 2006 2:12 pm Post subject: |
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yes, the "holes" issue can be a pain (ended up flattening them, then manually
moving points until red gets minimized).
Maybe it would be a nice option to have a "flatten with hole(s) filled" checkbox
... or have the user select the edges to fill with a hot-key (H=hole-filled, or
something) then UVlayout assumes that area to be solid geometry.
I'm finding faces and breasts seem to be the biggest problem areas even though
I try to split everything up first, then flatten, then join, then use smooth brush. I'm
still trying to find an ideal technique for minimizing the seams vs. the stretching
in the breast area.... |
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headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Feb 22, 2006 5:47 pm Post subject: |
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freeschwag wrote: | ...option to have a "flatten with hole(s) filled" |
Will do!
Quote: | ... minimizing the seams vs. the stretching in the breast area.... |
Yes, basically you have to cut darts in from the side to help release some of
that tension. Tailors have faced the same problem for centuries of course, trying to
fit flat material to a curved shape.
Phil |
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freeschwag
Posts: 4
Joined: 19 Dec 2005
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Posted: Wed Feb 22, 2006 10:30 pm Post subject: |
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Thanks for those visual tips, Phil. I was going to try that based upon what you'd
shown with version 1.9 and the fingernails example. My other attempts had involved
just seperating the breast area out and having the seam run where the underside of
the breasts and ribcage meet.
The only drawback I see with releasing the pressure via darting is that the
consequence is spending more effort trying to make the seams match nicely in
the texture itself (not insurmountable, but a bit of time wasted with the
back n' forth aspect when one is photo-texturing and not just painting the
textures on)....always tradeoffs, I reckon.
I'm eager to try out your solution to the eye/mouth/neck hole issue!
Cheers. |
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headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Feb 22, 2006 11:38 pm Post subject: |
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freeschwag wrote: | I'm eager to try out your solution to the eye/mouth/neck hole issue! |
Ahhh, sorry, I meant "will add to list", so you might have to wait a few weeks.
Phil |
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Hatred
Posts: 4
Joined: 13 Oct 2005
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Posted: Sat Mar 04, 2006 8:46 am Post subject: |
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hmmm i got problem, when im in UV mode and during sewing sometimes i mark wrong enge, is there any way to udo that? hitting c wont undo that, also hiting w on the same edge wont unmark it... is there any other way than sew and cut it again? did i missed it? |
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headus Site Admin
Posts: 2898
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sat Mar 04, 2006 6:50 pm Post subject: |
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Use Backspace to untag a 'w' edge when in UV mode. But you are right ... it would
make sense to be able to use 'c' as well! I'll add that to the list.
Phil |
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