Re: Test for Inverted UV's
Yeah, just showing seams (boundaries) should be enough to spot them, select them, and dispatch them. On Sun, May 12, 2013 at 3:32 PM, Enrique Caballero < enriquecaball...@gmail.com> wrote: > Thanks Martin, thats what i suspected as well, but I havent done uvs in > almost 3 years so wasnt sure. I appreciate it. Will pass the info forward > > > On Sun, May 12, 2013 at 1:29 PM, Martin wrote: > >> Only one UV polyface in an island has been inverted/flipped ? >> >> If that's the case you should be able to detect it in your Tex.Editor. >> >> Softimage doesn't "merge" UV samples that aren't adjacent so their >> borders should appear green/blue in the Text.Editor when you select them >> because they are not "merged". >> >> If the samples are adjacents and have the same coordinates, then they >> shouldn't have green/blue borders. >> >> M.Yara >> >> >> >> On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero < >> enriquecaball...@gmail.com> wrote: >> >>> sorry guys, wrote that quickly >>> >>> k so apparently these artists have somehow managed to create UVS where >>> some of the polygons in that UV island/shell/hull are facing in the >>> opposite direction. So that on those polygons the bump and displacement >>> maps are inverted. >>> >>> I'm not sure how they actually did this, they probably cut up the uv's >>> and then tried to put them back together, but somehow messed it up, and now >>> some of the UV's are flipped. >>> >>> They are new starters from a company that used 3dsmax so they are still >>> getting used to the xsi workflow. They have asked us if there's a quick way >>> to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the >>> uv's would be a different color in the uv editor. >>> >>> anyway i dont think that there is, as I've never ran into this issue >>> before, when I UV i just a combination of projections and uv unwrap. and >>> everything comes out okay >>> >>> >>> On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane < >>> raffsxsil...@googlemail.com> wrote: >>> Was about to ask for the same. For those of us who don't know max inverted UVs and a stitching where it wouldn't be blatantly obvious don't make a lot of sense in the same sentence :) On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote: > define inverted uv > > -- > *From:* softimage-boun...@listproc.autodesk.com [ > softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique > Caballero [enriquecaball...@gmail.com] > *Sent:* Saturday, May 11, 2013 6:58 AM > *To:* softimage@listproc.autodesk.com > *Subject:* Test for Inverted UV's > > Hey guys, > I'm passing forward a question from one of our new artists here that > stumped me. > > Is there a quick way to check for inverted UV's in softimage. > 3dsmax apparently has one built in. > > > Basically sometimes the uv's get stitched together inverted and they > are having a hard time detecting these. > > Thanks, > > -Enrique > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are! >>> >>> >> > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: Test for Inverted UV's
Thanks Martin, thats what i suspected as well, but I havent done uvs in almost 3 years so wasnt sure. I appreciate it. Will pass the info forward On Sun, May 12, 2013 at 1:29 PM, Martin wrote: > Only one UV polyface in an island has been inverted/flipped ? > > If that's the case you should be able to detect it in your Tex.Editor. > > Softimage doesn't "merge" UV samples that aren't adjacent so their borders > should appear green/blue in the Text.Editor when you select them because > they are not "merged". > > If the samples are adjacents and have the same coordinates, then they > shouldn't have green/blue borders. > > M.Yara > > > > On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero < > enriquecaball...@gmail.com> wrote: > >> sorry guys, wrote that quickly >> >> k so apparently these artists have somehow managed to create UVS where >> some of the polygons in that UV island/shell/hull are facing in the >> opposite direction. So that on those polygons the bump and displacement >> maps are inverted. >> >> I'm not sure how they actually did this, they probably cut up the uv's >> and then tried to put them back together, but somehow messed it up, and now >> some of the UV's are flipped. >> >> They are new starters from a company that used 3dsmax so they are still >> getting used to the xsi workflow. They have asked us if there's a quick way >> to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the >> uv's would be a different color in the uv editor. >> >> anyway i dont think that there is, as I've never ran into this issue >> before, when I UV i just a combination of projections and uv unwrap. and >> everything comes out okay >> >> >> On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane < >> raffsxsil...@googlemail.com> wrote: >> >>> Was about to ask for the same. For those of us who don't know max >>> inverted UVs and a stitching where it wouldn't be blatantly obvious don't >>> make a lot of sense in the same sentence :) >>> >>> >>> On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote: >>> define inverted uv -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [enriquecaball...@gmail.com] *Sent:* Saturday, May 11, 2013 6:58 AM *To:* softimage@listproc.autodesk.com *Subject:* Test for Inverted UV's Hey guys, I'm passing forward a question from one of our new artists here that stumped me. Is there a quick way to check for inverted UV's in softimage. 3dsmax apparently has one built in. Basically sometimes the uv's get stitched together inverted and they are having a hard time detecting these. Thanks, -Enrique >>> >>> >>> >>> -- >>> Our users will know fear and cower before our software! Ship it! Ship it >>> and let them flee like the dogs they are! >>> >> >> >
Re: Test for Inverted UV's
Only one UV polyface in an island has been inverted/flipped ? If that's the case you should be able to detect it in your Tex.Editor. Softimage doesn't "merge" UV samples that aren't adjacent so their borders should appear green/blue in the Text.Editor when you select them because they are not "merged". If the samples are adjacents and have the same coordinates, then they shouldn't have green/blue borders. M.Yara On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero < enriquecaball...@gmail.com> wrote: > sorry guys, wrote that quickly > > k so apparently these artists have somehow managed to create UVS where > some of the polygons in that UV island/shell/hull are facing in the > opposite direction. So that on those polygons the bump and displacement > maps are inverted. > > I'm not sure how they actually did this, they probably cut up the uv's and > then tried to put them back together, but somehow messed it up, and now > some of the UV's are flipped. > > They are new starters from a company that used 3dsmax so they are still > getting used to the xsi workflow. They have asked us if there's a quick way > to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the > uv's would be a different color in the uv editor. > > anyway i dont think that there is, as I've never ran into this issue > before, when I UV i just a combination of projections and uv unwrap. and > everything comes out okay > > > On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane < > raffsxsil...@googlemail.com> wrote: > >> Was about to ask for the same. For those of us who don't know max >> inverted UVs and a stitching where it wouldn't be blatantly obvious don't >> make a lot of sense in the same sentence :) >> >> >> On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote: >> >>> define inverted uv >>> >>> -- >>> *From:* softimage-boun...@listproc.autodesk.com [ >>> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero >>> [enriquecaball...@gmail.com] >>> *Sent:* Saturday, May 11, 2013 6:58 AM >>> *To:* softimage@listproc.autodesk.com >>> *Subject:* Test for Inverted UV's >>> >>> Hey guys, >>> I'm passing forward a question from one of our new artists here that >>> stumped me. >>> >>> Is there a quick way to check for inverted UV's in softimage. 3dsmax >>> apparently has one built in. >>> >>> >>> Basically sometimes the uv's get stitched together inverted and they >>> are having a hard time detecting these. >>> >>> Thanks, >>> >>> -Enrique >>> >> >> >> >> -- >> Our users will know fear and cower before our software! Ship it! Ship it >> and let them flee like the dogs they are! >> > >
Re: Test for Inverted UV's
sorry guys, wrote that quickly k so apparently these artists have somehow managed to create UVS where some of the polygons in that UV island/shell/hull are facing in the opposite direction. So that on those polygons the bump and displacement maps are inverted. I'm not sure how they actually did this, they probably cut up the uv's and then tried to put them back together, but somehow messed it up, and now some of the UV's are flipped. They are new starters from a company that used 3dsmax so they are still getting used to the xsi workflow. They have asked us if there's a quick way to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the uv's would be a different color in the uv editor. anyway i dont think that there is, as I've never ran into this issue before, when I UV i just a combination of projections and uv unwrap. and everything comes out okay On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane < raffsxsil...@googlemail.com> wrote: > Was about to ask for the same. For those of us who don't know max inverted > UVs and a stitching where it wouldn't be blatantly obvious don't make a lot > of sense in the same sentence :) > > > On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote: > >> define inverted uv >> >> -- >> *From:* softimage-boun...@listproc.autodesk.com [ >> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [ >> enriquecaball...@gmail.com] >> *Sent:* Saturday, May 11, 2013 6:58 AM >> *To:* softimage@listproc.autodesk.com >> *Subject:* Test for Inverted UV's >> >> Hey guys, >> I'm passing forward a question from one of our new artists here that >> stumped me. >> >> Is there a quick way to check for inverted UV's in softimage. 3dsmax >> apparently has one built in. >> >> >> Basically sometimes the uv's get stitched together inverted and they >> are having a hard time detecting these. >> >> Thanks, >> >> -Enrique >> > > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >
Re: Test for Inverted UV's
Was about to ask for the same. For those of us who don't know max inverted UVs and a stitching where it wouldn't be blatantly obvious don't make a lot of sense in the same sentence :) On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote: > define inverted uv > > -- > *From:* softimage-boun...@listproc.autodesk.com [ > softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [ > enriquecaball...@gmail.com] > *Sent:* Saturday, May 11, 2013 6:58 AM > *To:* softimage@listproc.autodesk.com > *Subject:* Test for Inverted UV's > > Hey guys, > I'm passing forward a question from one of our new artists here that > stumped me. > > Is there a quick way to check for inverted UV's in softimage. 3dsmax > apparently has one built in. > > > Basically sometimes the uv's get stitched together inverted and they are > having a hard time detecting these. > > Thanks, > > -Enrique > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
RE: Test for Inverted UV's
define inverted uv From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [enriquecaball...@gmail.com] Sent: Saturday, May 11, 2013 6:58 AM To: softimage@listproc.autodesk.com Subject: Test for Inverted UV's Hey guys, I'm passing forward a question from one of our new artists here that stumped me. Is there a quick way to check for inverted UV's in softimage. 3dsmax apparently has one built in. Basically sometimes the uv's get stitched together inverted and they are having a hard time detecting these. Thanks, -Enrique