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headus 3D scans

Straighten Cut lines ?

 
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SuperSheep



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Joined: 19 Jun 2012

PostPosted: Fri Nov 30, 2012 4:51 pm    Post subject: Straighten Cut lines ? Reply with quote

How can I straighten cut lines and keep them straight when dropping it into UV mode ?
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headus
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Location: Perth, Australia

PostPosted: Fri Nov 30, 2012 6:32 pm    Post subject: Reply with quote

If you're doing cylinders and pipes, you should watch the "UVLayout-Rectangles-and-Pipes" video at ...

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

General edge straightening though can be done with the I and K hotkeys, and you can see that in the "UVLayout-Interior-Straightening" movie. In recent releases, the I and K keys also work on boundary edges, not just internally.

Phil
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SuperSheep



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Joined: 19 Jun 2012

PostPosted: Tue Dec 04, 2012 6:44 am    Post subject: Reply with quote

headus wrote:
If you're doing cylinders and pipes, you should watch the "UVLayout-Rectangles-and-Pipes" video at ...

<<Links blocked until user has been cleared>>

General edge straightening though can be done with the I and K hotkeys, and you can see that in the "UVLayout-Interior-Straightening" movie. In recent releases, the I and K keys also work on boundary edges, not just internally.

Phil


Phil, I'm unable to successfully flatten this object, without it becoming a tangled mess in the UV editor, I haven't watched the video, yet do you have any suggestions ? I have one cut line on the object.

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headus
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PostPosted: Tue Dec 04, 2012 3:30 pm    Post subject: Reply with quote

Maybe try cutting it up into 4 quarters, flatten each of those, then weld the pieces back together for more flattening.

Phil
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SuperSheep



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PostPosted: Wed Dec 05, 2012 2:23 pm    Post subject: Reply with quote

headus wrote:
Maybe try cutting it up into 4 quarters, flatten each of those, then weld the pieces back together for more flattening.

Phil


That can work, I can't flip UV islands so I can align and merge islands together Sad

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headus
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PostPosted: Wed Dec 05, 2012 5:18 pm    Post subject: Reply with quote

The problem is that those protrusions are a lot of geometry trying to fit into a small square. If you're happy with seams, detach them from the rest of the wheel and flatten separately. If you want it all as one piece, I'd still detach and flatten them separately, then scale them down so they will fit back into the square hole they came out of and weld them back in.

See this video for an example of the UV scaling process ...

http://www.headus.com.au/doc/uvlayout-expert/videos/UVLayout-Local-Scaling.mov

Phil
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SuperSheep



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PostPosted: Fri Dec 07, 2012 10:44 am    Post subject: Reply with quote

headus wrote:
The problem is that those protrusions are a lot of geometry trying to fit into a small square. If you're happy with seams, detach them from the rest of the wheel and flatten separately. If you want it all as one piece, I'd still detach and flatten them separately, then scale them down so they will fit back into the square hole they came out of and weld them back in.

See this video for an example of the UV scaling process ...

<<Links blocked until user has been cleared>>

Phil


Probably the best solution.

How can I have matching weld edges always to "red" so I know which UV islands to match up to, without selecting the UV edge manually and finding the edges.
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headus
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PostPosted: Fri Dec 07, 2012 5:25 pm    Post subject: Reply with quote

If you W tag an edge, you can then use M to move that shell so its right next to its adjacent shell. Shift-M is probably more useful though ... it moves the other shell so its next to the one you're looking at.

Phil
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SuperSheep



Posts: 86
Joined: 19 Jun 2012

PostPosted: Fri Dec 07, 2012 6:31 pm    Post subject: Reply with quote

headus wrote:
If you W tag an edge, you can then use M to move that shell so its right next to its adjacent shell. Shift-M is probably more useful though ... it moves the other shell so its next to the one you're looking at.

Phil


I'll try that out, something to speed up UV'ing this object.
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