Here's the latest one: http://the-final.com/alien-arm.gif
I've merged the UV-Sets and then I made a screenshot from the edited UVs in the UV-view. I've used the screenshot then in Expression as underlying picture and in Expression I've used the B-Spline Curve tool to redraw the borders. This gave me a good enough UVs match :-) Matthias ----- Original Message ----- From: "Daniel Richter" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Friday, November 10, 2006 11:30 PM Subject: Re: UV-subpart question :-? > Ah, ok, I'm getting it.. > yeah, you'll have to cut eventually, it just didn't seem the right > place for me, so I was wondering. The way I usually do it is use a > painted scope map to blend two UV objects.. with this technique you'll > have to make sure that both parts share some polygons at the seam, so > you have overlap.. the rest is easy to do with photoshop blur on > black&white.. > > Daniel > > PS: the blue guy doesn't need UVs... he's too cool for that ;) > > On 11/10/06, Matthias Kappenberg <[EMAIL PROTECTED]> wrote: > > Thanks for the infos :-) > > > > My task is: Creating really good UV-Coordinates > > for a complete alien-character. ( :-). > > (I'm in a test, my site-alien has hands now, > > should be for the "blueman", too. He has no proper UVs) > > > > Here's what I did: > > > > I've created two UV-Sets one part for the > > upper half of the arm+hand and one for a finger. > > > > Then I've merged the two UV-Sets and created > > a screenshot from the UV-ViewWindow. > > > > I've used the screenshot as BackdropImage in the UV-view > > and as Illumination-Map for the merged UV-Set. > > > > Everything is looking as exspected. > > The borders from the UV-View screenshot image can't match the > > SDS borders exactly because of the SDS interpolation, > > I know that :-? (The UV-Set is set to Interpolate Boundary) > > > > Next try was to expand the UV-parts by one face > > and switch of Interpolate Boundary, but this gives me holes > > at the seems :-( > > > > What I like to have: UV-parts which match exactly at the seems. > > > > Why not connect? Hmmm, it's a hand and it should > > be impossible to get good UV-Cordinates without > > cutting the UVs here and there. > > > > I'll give Arjo's tip a go, and I'll try it with a scope-map, too. > > Maybe I should cut on other faces :-? > > > > The UVs are needed for displacement maps. > > And I try to realize it in RS only ;-) > > (Not with Z-Brush, Modo or other tools) > > > > I'll post the result and my way after getting it. > > > > Thanks for the input, > > Matthias > > > > > > > > > > ----- Original Message ----- > > From: "Daniel Richter" <[EMAIL PROTECTED]> > > To: <[email protected]> > > Sent: Friday, November 10, 2006 6:44 PM > > Subject: Re: UV-subpart question :-? > > > > > > > I'm not sure I understand. If you want there to be no visible seam > > > between the objects, why not connect the two UV patches.. ? > > > > > > Maybe I'm not getting it... > > > > > > Daniel > > > > > > On 11/10/06, Arjo Rozendaal <[EMAIL PROTECTED]> wrote: > > > > Hi Matthias, > > > > > > > > I noticed that it's a lot easier to manipulate an UV mesh when you > > > > attach a > > > > texture first. I don't understand why, but the UV editor behaves quite > > > > strange when there's no texture attached. So I would suggest to create > > > > some > > > > basic mapping and then use the map2obj tool to map the material to the > > > > faces > > > > of the object. When you choose the material name in the UV editor you > > > > can > > > > easily move the UV mesh around. > > > > > > > > Arjo. > > > > > > > > > -----Original Message----- > > > > > From: [EMAIL PROTECTED] > > > > > [mailto:[EMAIL PROTECTED] Behalf Of Matthias Kappenberg > > > > > Sent: vrijdag 10 november 2006 13:18 > > > > > To: [email protected] > > > > > Subject: UV-subpart question :-? > > > > > > > > > > > > > > > Me again, > > > > > > > > > > pressed to fast ENTER, sorry. > > > > > > > > > > Please have a look here: > > > > > > > > > > http://the-final.com/uv-qt.gif > > > > > > > > > > Is there a solution to match > > > > > exactly the pixels from one subpart to another? > > > > > > > > > > THX in advance, > > > > > Matthias > > > > > > > > > > > > > > > > > > >
