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What's the best way to create (and manage) UV for architecture modeling with Houdini??


ShkYo30

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Hello,

I'm currently modeling some large architecture stuff (like bridge and buidlings with high level details) with Houdini. And of course, I'm using procedural modeling to the maximum I can.

But now come the UV part and it's not my main skill at all... So, what's the best way to do that??

Using nodes like "uvtexture", "labsautouv", "uvunwrap" and manage the result inside another software like Adobe Painter, RizomUV or anything else? Or manage everything "at hand" with custom seams, uvlayout and Copernicus module ??

If you can give me some good advices about this subject, it will be very (very!) cool!

Thanks a lot in advance!

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4 hours ago, ShkYo30 said:

manage everything "at hand" with custom seams, uvlayout and Copernicus module

This!! And in the end it depends on how you model it and what you mean when you say high level details, which details???  share an example file, maybe you can create a file of 4 examples with different details, in which you have these problems. And believe me, you will be answered!! :wub:

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It's usually best to create UVs on the fly and not just at the end. For this, you can use the sweep node for pretty much any building part and enable its UV outputs. Additionally other output attributes such as primrow and ptcol can be useful for selecting patterns next, ie.

i@primcol%3==1

 

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