sibarrick Posted February 5, 2007 Author Share Posted February 5, 2007 Are you sure they overlap, or are they just very, very close together? In theory, and I could be wrong without looking closely at your model, but I think it is impossible for this method to either remove overlapping uvs or create them.. I think because some of them are very close together in the first place it is difficult/impossible for it to seperate them in a way that you are hoping for. I'm encouraged to see that on the body and head, around the eyes at least, the uv's do look more uniform, but in the hands and tail I think there is too much work for it to do and some hand intervention is required to seperate the uv's some more. As with all things "automagic" there are limitations that will always require the artist to get hands on to fix. There is only so far something like this can go, its just an extra tool to help along the way, not a panacea for all ills. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted February 6, 2007 Share Posted February 6, 2007 You are right with the regions a the head around the eyes. I'm like the result there. The overlapping UVs are at the tail Check the picture - I selected all points in the UV-view: I will try to change the pelt at the tail and slice the beast a little bit more Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 6, 2007 Author Share Posted February 6, 2007 I've been thinking about this some more, and what I think it needs is a pre pass that relaxes the positions - maybe a smooth sop set to texture would do it. When the uvs are too close together the grid doesn't have enough detail in it to seperate them so they get treated as if they were one point. Its a sampling issue. You can either seperate them more to start with or increase the detail in the grid. Increasing the detail in the grid causes its own problems so seperating them more first is definately preferable. Out of interest why not make the head, hands, body and tail seperate pelts? Its always asking a lot to to do the whole model in one pass. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted February 6, 2007 Share Posted February 6, 2007 Out of interest why not make the head, hands, body and tail seperate pelts? Its always asking a lot to to do the whole model in one pass. mmm I wanted to avoid the cuts and separate pieces. It is easier to work in the sym-mode of ZBrush. But I will try this too! Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted February 9, 2007 Share Posted February 9, 2007 I re-pelted the model and I used the UVedit-SOP to refine my UV-layout. The result looks much better now. No overlapps after 2 UVuniform-SOPs: It seems there are problems with UVuniform when UV-elements are to close togehter. I changed the UV-layout at the tail and the overlap-problem is gone. I will spend some more time to rework the UV-layout at the neck and tail. I wish there would be a something like a UV-mirror-SOP. The SOP places all the changes form one side autmatically to the other side of the UV-layout. Quote Link to comment Share on other sites More sharing options...
old school Posted February 9, 2007 Share Posted February 9, 2007 You can mirror uv's with the Attribute Mirror SOP. There is a default Attribute parm selection "Texture UV" tha should do the trick. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted February 9, 2007 Share Posted February 9, 2007 @Old School Thanks for the hint. I tried this, but I think I havnt described my idea it in the right way. You work on the side with the red point and the SOP will place the point after UVedit mirrored in the left side (blue). This is useful when you scale an edgeloop for a eye. I have to get the attribute of the red point and I have to transfer it "mirrored" to the blue - right? Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 9, 2007 Author Share Posted February 9, 2007 That's odd i would have thought that uvedit would have a mirror option like the normal edit sop. rfe maybe. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 10, 2007 Author Share Posted February 10, 2007 (edited) Another small update added a freeze attribute - if the freeze attribute is found on the input it will be taken into account when finding a solution. This means you can "freeze" points and have them keep their current uv values. UVuniform.zip Edited February 10, 2007 by sibarrick Quote Link to comment Share on other sites More sharing options...
Jason Posted February 10, 2007 Share Posted February 10, 2007 Another small updateadded a freeze attribute - if the freeze attribute is found on the input it will be taken into account when finding a solution. This means you can "freeze" points and have them keep their current uv values. UVuniform.zip Good idea! Is it a freeze factor? If its just a boolean it could also just be a Freeze Point Group? Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 10, 2007 Author Share Posted February 10, 2007 Good idea!Is it a freeze factor? If its just a boolean it could also just be a Freeze Point Group? Its a freeze factor - 0 to 1 - otherwise yes you'd be right a group would do it. But also this was easy to impliment Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 13, 2007 Author Share Posted February 13, 2007 Another small tweak. Added support for the layer sop. UVuniform.zip Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 18, 2007 Author Share Posted February 18, 2007 Added support for vertex uv's - if there are vertex and point uvs the vertex ones take priority. UVuniform.zip Quote Link to comment Share on other sites More sharing options...
Jason Posted February 18, 2007 Share Posted February 18, 2007 Added support for vertex uv's - if there are vertex and point uvs the vertex ones take priority.UVuniform.zip Thats a big step! Well done! Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted February 19, 2007 Share Posted February 19, 2007 Thanks a lot for the vertex-support!!! It seems there is a problem. Please check the picture - there are a few points at the wrong place after the UVuniform: The points with blue and orange circles (left) are connected. ZBrush shows also errors after the UVcheck-operation Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 19, 2007 Author Share Posted February 19, 2007 (edited) I think this might be down to the tolerence on my vertex split operation. I'll check into it. Any chance you could post me your hip file? Actually it can't be the tolerence, it must be something else.... Edited February 19, 2007 by sibarrick Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 21, 2007 Author Share Posted February 21, 2007 Ok rather stupidly I forgot to take into account points that need splitting more than once. Here's the fixed version UVuniform.zip Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted February 22, 2007 Share Posted February 22, 2007 Thanks a lot - great job! Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 24, 2007 Author Share Posted February 24, 2007 Here's a little helper sop to aid with freezing uvs. Freezing will never totally lock down the uvs, but if you do want to do that then check this out... freeze.zip Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 11, 2007 Author Share Posted November 11, 2007 I've now added proper support for groups and made some other tweaks and improvements. You can get the update over on my houdinitools site. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.