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SuperSheep
Posts: 86
Joined: 19 Jun 2012
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Posted: Sat Nov 10, 2012 9:19 pm Post subject: Hard Edge Object UV Suggestions ? |
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Any suggestion on how I can UV this object which is all hard edges without spending to much time on it ? I know there is video for Hard Edges, I never have done hard edges with UV Layout, I want to get a good workflow mastered when tackling hard edges. There are a few overlapping polygons, I have faith UV layout can iron these out
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GeoffRiley

Posts: 72
Joined: 21 Feb 2007
Location: Cheshire, England
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Posted: Sun Nov 11, 2012 5:43 am Post subject: |
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Unless I'm misunderstanding what you're asking, hard edged are generally more of a problem within the renderer where you don't want them being smoothed off.
If, on the other hand, you're meaning that you want to be sure that your textures are crisp at those edges, then the trick is that you make your cuts along those lines. In that way you can always be sure that you get a visible seam: in this instance it's possibly what you're actually wanting to occur.
Is that any help?
It looks like a fabulous mesh by the way!
Geoff |
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SuperSheep
Posts: 86
Joined: 19 Jun 2012
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Posted: Sun Nov 11, 2012 8:12 am Post subject: |
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GeoffRiley wrote: | Unless I'm misunderstanding what you're asking, hard edged are generally more of a problem within the renderer where you don't want them being smoothed off.
If, on the other hand, you're meaning that you want to be sure that your textures are crisp at those edges, then the trick is that you make your cuts along those lines. In that way you can always be sure that you get a visible seam: in this instance it's possibly what you're actually wanting to occur.
Is that any help?
It looks like a fabulous mesh by the way!
Geoff |
Thanks, it renders beautifully I want to keep visible hard edges in the mesh transferred to the UV's without spending hours on it, although after your message and idea come to mind on how to approach this I'm going to give it a go, hopefully I'll have figured out something  |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sun Nov 11, 2012 4:43 pm Post subject: |
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Its hard to tell just from the pic, but if those smaller infill blocks are separate objects, then you could just flatten one of them and use the Copy UVs tool to find all the matching blocks and copy the UVs to them. It could be that there's only a dozen different shapes in the entire scene, so flattening everything with Copy UVs could be quite quick.
Otherwise, the Segment tool was designed to do these sorts of boxy meshes. Its not as smart as your own brain, but will very quickly flatten things out, and from there you can always re-do the worst bits by hand. Even though you can select the whole lot and flatten it in one go, I would personally do it in sections ... for example, just do those big supporting frames first, then the infill walls separately.
Phil |
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SuperSheep
Posts: 86
Joined: 19 Jun 2012
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Posted: Tue Nov 13, 2012 8:07 pm Post subject: |
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headus wrote: | Its hard to tell just from the pic, but if those smaller infill blocks are separate objects, then you could just flatten one of them and use the Copy UVs tool to find all the matching blocks and copy the UVs to them. It could be that there's only a dozen different shapes in the entire scene, so flattening everything with Copy UVs could be quite quick.
Otherwise, the Segment tool was designed to do these sorts of boxy meshes. Its not as smart as your own brain, but will very quickly flatten things out, and from there you can always re-do the worst bits by hand. Even though you can select the whole lot and flatten it in one go, I would personally do it in sections ... for example, just do those big supporting frames first, then the infill walls separately.
Phil |
I did the whole section in one lot, and it worked out pretty good, I was surprised. I saved the scene, before UV layout crashed and I can't load the scene anymore without getting this error;
Mesh Topology too broken to load Try 'Clean' in Load options or set UV's to New. |
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