headus 3D tools headus 3D tools / 3D scans
Support Forums
 
 FAQFAQ   SearchSearch    UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
headus 3D scans

Flattening problem

 
Post new topic   Reply to topic
View previous topic :: View next topic  
Author Message
Jarwa



Posts: 3
Joined: 14 Feb 2012

PostPosted: Tue Feb 14, 2012 6:19 am    Post subject: Flattening problem Reply with quote

Hey I'm wondering what I'm doing wrong because usually all my unwraps end up overlapping badly or get messed up otherwise, Unless I cut them to small pieces thus add some seams that could be avoided.

Earlier when I used 3ds max, uvlayout did much better job compared to Max, but now I've started using Blender and it's uvtool does the initial unwrapping much better if compared to uvlayout. The uv system in blender has some really annoying bugs and it's missing some useful tools, so I'd prefer uvlayout but I'm not sure what I need to do to get the problem fixed.

Check out the pic. It's the same model unwrapped in blender & uvlayout. Seams are in same places.

Yeah blender's unwrap has probably slightly more distortion, but it would seem to be useable even without any editing, unless I'd aim for perfect uvs.
Back to top
View user's profile Send private message
headus
Site Admin


Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue Feb 14, 2012 6:41 pm    Post subject: Reply with quote

Unlike Blender, UVLayout isn't a "one click" solution to editing UVs. You do have to cut your mesh up into smaller pieces, flatten those out, and then if you want to minimize seams, weld the pieces back together.

By flattening out the smaller pieces, you guarantee that the distortions are minimized as much as possible in each local area. When you stitch the pieces together, just use the 'B' key to brush over the joins; this evens things out over the join, but preserves the optimum flattening of the UVs for the polys away from the join. You may still get the odd kink or two, but these can always be sorted with webbing or local scaling controls.

So yes, it is more work than the one click solutions, but my opinion is that you get better results in the end with UVLayout.

Phil
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Jarwa



Posts: 3
Joined: 14 Feb 2012

PostPosted: Wed Feb 15, 2012 6:08 am    Post subject: Reply with quote

I see. Thanks. Well, gotta try if I get it to work. So, after stitching stuff together I shouldn't use F anymore since it usually causes some problems on that joined area? or should I just pin the stuff like the outer edges to keep them from overlapping? Hmmh. Haven't really tried the webbing stuff so maybe it would help. Does that work for overlapping outlines too or just holes? Or should I use that local scaling thing?
Back to top
View user's profile Send private message
headus
Site Admin


Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Feb 15, 2012 6:30 pm    Post subject: Reply with quote

"So, after stitching stuff together I shouldn't use F anymore"

Sometimes I do, sometimes I don't. It depends on the layout and the mesh shape as to how it behaves ... there's no harm in trying 'F' or the global optimize though because you can always undo if it starts to go bad.

"Haven't really tried the webbing stuff ... Does that work for overlapping outlines too or just holes?"

Its particularly useful for keeping holes open, but also does a fair job of keeping gaps open too (like you have there between the fingers). The reason the boundaries can overlap is that UVLayout is just trying to reduce the distortion of each flattened face, and the polys can get pushed over on top of each other to achieve that one goal. The webbing adds some invisible geometry in there to hold to polys apart. Pinning can also work, but the webbing is better because it allows things to move more to distribute the tensions around.

"Or should I use that local scaling thing?"

That's good for situations where you have an indent or protrusion usually. The "UVLayout-Local-Scaling" movie describes it in detail, but the "UVLayout-Head" tutorial movies are a good place to see it being used on a real project.

Phil
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Jarwa



Posts: 3
Joined: 14 Feb 2012

PostPosted: Thu Feb 16, 2012 11:10 am    Post subject: Reply with quote

Okay thanks. Smile
Back to top
View user's profile Send private message
SuperSheep



Posts: 86
Joined: 19 Jun 2012

PostPosted: Sun Jun 24, 2012 8:48 am    Post subject: Reply with quote

headus wrote:
"So, after stitching stuff together I shouldn't use F anymore"

Sometimes I do, sometimes I don't. It depends on the layout and the mesh shape as to how it behaves ... there's no harm in trying 'F' or the global optimize though because you can always undo if it starts to go bad.

"Haven't really tried the webbing stuff ... Does that work for overlapping outlines too or just holes?"

Its particularly useful for keeping holes open, but also does a fair job of keeping gaps open too (like you have there between the fingers). The reason the boundaries can overlap is that UVLayout is just trying to reduce the distortion of each flattened face, and the polys can get pushed over on top of each other to achieve that one goal. The webbing adds some invisible geometry in there to hold to polys apart. Pinning can also work, but the webbing is better because it allows things to move more to distribute the tensions around.

"Or should I use that local scaling thing?"

That's good for situations where you have an indent or protrusion usually. The "UVLayout-Local-Scaling" movie describes it in detail, but the "UVLayout-Head" tutorial movies are a good place to see it being used on a real project.

Phil


What do you mean by "webbing" I never read that in the documentation ? I want to eliminate these overlaps ?


[/img]
Back to top
View user's profile Send private message
headus
Site Admin


Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sun Jun 24, 2012 7:31 pm    Post subject: Reply with quote

These are the webbing hotkeys ...

T : tag webbing edges
Shift-T : toggle webbing edges
Backspace : unselect webbing edges

Its automatically applied to holes when you use Shift-F on a shell for the first time, but you can use the T key to apply it on other boundary edges.

Phil
Back to top
View user's profile Send private message Send e-mail Visit poster's website
SuperSheep



Posts: 86
Joined: 19 Jun 2012

PostPosted: Sun Jun 24, 2012 8:40 pm    Post subject: Reply with quote

headus wrote:
These are the webbing hotkeys ...

T : tag webbing edges
Shift-T : toggle webbing edges
Backspace : unselect webbing edges

Its automatically applied to holes when you use Shift-F on a shell for the first time, but you can use the T key to apply it on other boundary edges.

Phil


I looked in the manual, I don't understand what is the purpose of this ?

Do you know how to prevent the overlaps in my previous post ? There are a few minor things I haven't gotten around to trying with UV Layout, maybe I'm missing something, maybe I'm not Very Happy
Back to top
View user's profile Send private message
headus
Site Admin


Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sun Jun 24, 2012 9:09 pm    Post subject: Reply with quote

Sorry, it looks like the webbing video is buried in the old Beta videos, so I've made a note to update that! Here's the link to the video that shows how to use the webbing hotkeys ...

http://www.headus.com.au/doc/uvlayout/videos/UVLayout-Beta-v1.12.mov

Phil
Back to top
View user's profile Send private message Send e-mail Visit poster's website
SuperSheep



Posts: 86
Joined: 19 Jun 2012

PostPosted: Tue Jun 26, 2012 4:37 am    Post subject: Reply with quote

headus wrote:
Sorry, it looks like the webbing video is buried in the old Beta videos, so I've made a note to update that! Here's the link to the video that shows how to use the webbing hotkeys ...

<<Links blocked until user has been cleared>>

Phil


That you Phil. It didn't completely eliminate the red, it solved the overlap, a little red I can live with Very Happy
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group