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headus 3D scans

Paint Priorities

 
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ivan.stukov



Posts: 5
Joined: 28 Feb 2011

PostPosted: Tue Mar 08, 2011 9:44 am    Post subject: Paint Priorities Reply with quote

A cool feature would be:

Before you drop / flatten to paint in 3d view the stuff that is important to you, the stuff that should be more towards the blueish spectrum and the rest can go automatically more towards the red and flatten takes that painted map into account.

Maybe an intensity slider that u can tell how red / blue the global values can get.
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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Mar 08, 2011 5:38 pm    Post subject: Reply with quote

Interesting idea ... I've added it to the wish list so I don't forget!

Do you know about the Local scaling tool? Its shown in action in the "UVLayout-Local-Scaling" movie under the Advanced section of the uvlayout.com videos ...

http://www.uvlayout.com/videos-advanced

The idea behind it is that you flatten everything out first, and then scale the shells up and down to get the pixel densities that you want.

Phil
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ivan.stukov



Posts: 5
Joined: 28 Feb 2011

PostPosted: Wed Mar 09, 2011 6:53 am    Post subject: Reply with quote

yeah that works great if you have a seperate shell that has room to expand, but say you have something in the middle, (like in the kangaroo ear tutorial) cut it out scale up, localise, weld back and reflatten... it not always works because now some of the ear overlaps the rest and confuses the flatten and also now there is a fight between the inner and outer forces... and usually the outer ones win

if i do it the other way round:
scale the rest up instead of the ear i first of all dont know how much to scale since everythign gets blue and also that messes up all the other big shells, unless i scale them all at the same time, but that gets insane really quick.

but i guess maybe sometimes there just is no other way than to cut stuff out and keep it seperate
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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Mar 09, 2011 4:30 pm    Post subject: Reply with quote

"no other way than to cut stuff out and keep it seperate"

Anything that protrudes out (or in) is always going to be a problem. You either have to cut a dart in from the side, or separate the protrusion out completely, or accept that the texture is going to be distorted in that area.

Even though its an excellent idea, pre-painted weights wont help either unfortunately ... its simply a matter of the geometry ... you cant squash all those protruding polys down flat without consequences.

Phil
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