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headus 3D scans

Blue/Green Seams

 
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Diana



Posts: 2
Joined: 19 Feb 2013

PostPosted: Tue Feb 19, 2013 12:04 pm    Post subject: Blue/Green Seams Reply with quote

Hello Smile

im currently working on a project implying 3ds max, UDK and mapping with uv layout.
Mainly what im doing is importing objects to uv layout then working with its channels on max so i can use it well on udk.

- Anyway, what sometimes happens to me is that i import an object that has blue seams but not only on the gap of the geometry, also on the edges that are suppose to be connected. I checked the geometry on 3ds max and it didn't had any vertex overlapped. When i apply unwrap i can see green seams there on the places that appear blue here on uv layout.

So, this is kinda a cycle to me because i have to make "bad" cuts on uv layout in order to avoid those blue seams that are in the way of cutting the geometry properly and functionally.

At beginning what i do after importing an object to uv is drag all the pieces so i see which geometry is actually apart, therefore those blue seams. But even on attached geometry there is those blue seams that kinda get in the way.

Anyone had this problem before? Or worked on 3ds max and knows how to work there with green/blue seams? Always been an issue on my work.

- Another issue im getting atm is with geometry that has a chamfer, and when it gets to that little bit triangle zone, it will always have polygons blue because i can't optimize it more, even not manually with pins.


Thanks Smile
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Feb 19, 2013 5:09 pm    Post subject: Reply with quote

Yes, blue edges do indicate a seam in the geometry. UVLayout should only be showing those if there really is a seam there. I'm wondering if maybe you have a super thin polygon along those edges in 3DS; that might be the sort of thing that could confuse UVLayout. Try ticking the "Weld UVs" option when you load the OBJ, because that will also weld together very close geometry vertexes.

And regarding the blue triangles after flattening, its sounding like a bug in the error calculation and maybe not the flattening itself. Have a look at the UVs in the 3D view with the checker texture on, and if it looks OK in that area, take no notice of the coloring.

Phil
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Diana



Posts: 2
Joined: 19 Feb 2013

PostPosted: Wed Feb 20, 2013 4:39 am    Post subject: Reply with quote

I fixed the blue seams issue.The geometry i received, had edges overlapped. That problem is fixed now and i fully understand how seams work Smile Thanks!

About the blue polygons and optimizing them, i checked the weld uv's and im going to give it a shot and pin it one by one and try to make it good. Smile Hope it works. Geometry with crazy chamfer all over is a bit pain.
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