blackchicken Posted September 12, 2010 Share Posted September 12, 2010 Hello I have little question about UVs. I modeling mainly hardsurface models. So Not so much smoothed object just boxes and ofcourse a lot of beveling. In maya I use mainly Automatic mapping with move and sew.Automatic mapping gets all peaces 1:1 size so all edges for sew fits perfectly. Complex object with this two commands take me no longer than one minutes to crate perfect UVs. But in houdini have some problems. UVunvrap works good, I found in Peters vimeo tutorials about UVs that I can easily select connected UVS and move with them (like in maya "to shell") but problem is with move and sew. I didnt found something in houdini. In maya I select coresponding edge, move and sew and peaces jump and sew and becouse automatic mapping edges has same size ewerything fits perfectly. If I have say 30 peaces of tinny beveled faces which is alone, It takes me couple of seconds to connect it almos automaticaly. Is there some sollution in houdini? Any tips. What is your workflow for UVs in houdini, mainly hardsurface. Thanks a lot. B.C. Quote Link to comment Share on other sites More sharing options...
kacheson Posted September 13, 2010 Share Posted September 13, 2010 There is a way to automatically move and sew in Houdini, but it is a little hard to find. Lay down a 'UVEdit' node in your network and make sure you can see the transform handles in the viewport. Select a row of outer edges on one of your beveled pieces (as you would in Maya) and then right-click in the viewport OUTSIDE the handle area and select 'Toggle Sew Vertices' from the drop down menu. In order for this to work it is important that the UVEdit node is currently active and not some other tool or transform operation. Quote Link to comment Share on other sites More sharing options...
blackchicken Posted September 15, 2010 Author Share Posted September 15, 2010 ou thanks for reply. Hm interesting, hardly imagine but Ill try it when Ill be at computer. Thanks a lot again. Quote Link to comment Share on other sites More sharing options...
blackchicken Posted October 12, 2010 Author Share Posted October 12, 2010 Perfect it works brilliant. Last thing for using UVs in houdini. One is very handy. In maya there is buttom for On/Off show merged UV edges, edges is more wider in UV edit and persp. Edges could be on top of each other but they should not be weldet. Is there some option? Another little thing is, is there some possibility use some shortcut for fast rotation +/- 90 and for mirror U/V ? And that will be all what I need almost for every UVs. Specialy hardsurfaced. Thanks a lot. Quote Link to comment Share on other sites More sharing options...
kacheson Posted October 19, 2010 Share Posted October 19, 2010 I don't think there is a way to show merged edges, but it's easy to rotate and mirror in the edit sop. Just type 90 in the x and z rotation fields to rotate, or -1 in the x and z scale fields to invert/mirror. Quote Link to comment Share on other sites More sharing options...
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