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headus 3D scans

the best approach for this problem

 
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Andreseloy



Posts: 22
Joined: 07 Jan 2006
Location: VENEZUELA

PostPosted: Tue Dec 04, 2007 1:19 pm    Post subject: the best approach for this problem Reply with quote

how i can work on the red area?
Thanks
Andreseloy
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Dec 04, 2007 6:34 pm    Post subject: Reply with quote

Whats happening there is that the green and blue surfaces around the outside are stopping those red areas from expanding out as much as they need to (like a balloon holds in air under pressure). Adding cuts/seams will help to relieve some of the pressure, and with heads I normally cut them over the top of the head where they can be hidden by hair or hats (see dotted line in image).

Phil
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Andreseloy



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Location: VENEZUELA

PostPosted: Wed Dec 05, 2007 1:40 am    Post subject: Reply with quote

Thanks Phil work fine your suggestion!
Andreseloy


ps: still there is an area that i have no good success trying with:
a) ctrl+b
b)hold 4 or 5 key, some advice?
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headus
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PostPosted: Thu Dec 06, 2007 6:32 pm    Post subject: Reply with quote

First off it looks like you lost the webbing on your openings (i.e. the eyes and mouth), and so the flattening has collapsed some of them. You can re-apply that with Shift-T when the mouse pointer is aiming at one of the opening's edges.

By the amount of red you have on the nose, I'm guessing it probably sticks out a fairly long way in the 3D view. The only way to fix that would be to cut the nose off from the face so it can flatten out completely. This introduces extra seams though, but that may not be a problem in your situation.

Phil
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Andreseloy



Posts: 22
Joined: 07 Jan 2006
Location: VENEZUELA

PostPosted: Fri Dec 07, 2007 1:46 pm    Post subject: Reply with quote

headus wrote:
..... You can re-apply that with Shift-T when the mouse pointer is aiming at one of the opening's edges.
Phil

Thanks Phil
I cut the nose and partially resolve it but i dont understand the use of shtf-T in this context.
Andreseloy


ps: other no related question: is possible to mark with the G key polygons and select color for specific area that could be see in the saved template? Is clear?
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headus
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PostPosted: Fri Dec 07, 2007 7:11 pm    Post subject: Reply with quote

" but i dont understand the use of shtf-T "

It ensures that any open holes stay open during the flattening. Have a look at the UVLayout-Beta-v1.12 movie for more info on webbing.

"is possible to mark with the G key polygons and select color for specific area that could be see in the saved template?"

No, thats not currently possible. But it wouldn't be to hard to make G selected polys come out green in the saved template. Would that be enough?

Phil
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Andreseloy



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PostPosted: Sat Dec 08, 2007 12:48 am    Post subject: Reply with quote

"is possible to mark with the G key polygons and select color for specific area that could be see in the saved template?"

No, thats not currently possible. But it wouldn't be to hard to make G selected polys come out green in the saved template. Would that be enough?

Phil[/quote]

Yes, Phil and many thanks for this, it help to localize specific areas to paint in more detail and more easy way...i thought. (Not sure if 4 or 6 basic color add programming dificulties), but green will be of help!

I love this program, more and more!
Andreseloy

ps:MorphPro2 is yours too? how to buy it?



wasted uv space: how i can improve it?
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headus
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PostPosted: Sat Dec 08, 2007 4:40 pm    Post subject: Reply with quote

"but green will be of help!"

Actually, I was just about to do the coding for that and discovered it already works! In the maps output by the "Render" tool, green marked polys will appear green if you have "Fill Polys" ticked.

"ps:MorphPro2 is yours too?"

Nope. Thats an image morpher, right?

"wasted uv space: how i can improve it?"

As you've discovered, often the best layout for minimum distortion won't fill the UV space fully.

Those bits poking out to the side are around the back of the head, so if you push them in you'll get a tighter overall fit, and the stretching of the texture will be in a relatively hidden location (assuming you don't view you character from the back very often).

Phil
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Andreseloy



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Location: VENEZUELA

PostPosted: Sat Dec 08, 2007 8:53 pm    Post subject: Reply with quote

Thanks very much, yes was there allright! Is very helpfull.
Andreseloy


another questions
1.- i discovered right now: when i save in the render panel i see first some blank picture that are saved too, is right or im doing something wrong?

2.-When i use the shift-T to preserve open holes while flattening it remain active when i pick up with the W key to weld shells? if not will be very usefull to have that function active the time needed when you are selecting egdes to weld and pick the other corresponding shell with the M key, so when finish you can press F and the hole dont shrink, make sense or im wrong?
again thanks in advance and excuse me for taken your time!
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headus
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Location: Perth, Australia

PostPosted: Sun Dec 09, 2007 7:15 pm    Post subject: Reply with quote

" i see first some blank picture that are saved too"

It could be that some of your UVs are just outside the 0-to-1 UV space, and the adjacent tiles are being rendered out because of that.

" shift-T to preserve open holes ... remain active when i ... weld shells?"

Yes, it should be doing that already. The Shift-T webbing tags will be lost though if you save your mesh out as OBJ and load that back in later for more editing.

Phil
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Andreseloy



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PostPosted: Mon Dec 10, 2007 10:35 pm    Post subject: Reply with quote

Thanks Phil very kind!
Andreseloy
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